forked from Mirrorlandia_minetest/minetest
Fix typo in minimap bumpmapping shader (#14280)
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@ -12,13 +12,13 @@ void main (void)
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//texture sampling rate
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//texture sampling rate
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const float step = 1.0 / 256.0;
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const float step = 1.0 / 256.0;
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float tl = texture2D(normalTexture, vec2(uv.x - step, uv.y + step)).r;
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float tl = texture2D(normalTexture, vec2(uv.x - step, uv.y + step)).r;
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float t = texture2D(normalTexture, vec2(uv.x - step, uv.y - step)).r;
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float t = texture2D(normalTexture, vec2(uv.x, uv.y + step)).r;
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float tr = texture2D(normalTexture, vec2(uv.x + step, uv.y + step)).r;
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float tr = texture2D(normalTexture, vec2(uv.x + step, uv.y + step)).r;
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float r = texture2D(normalTexture, vec2(uv.x + step, uv.y)).r;
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float r = texture2D(normalTexture, vec2(uv.x + step, uv.y )).r;
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float br = texture2D(normalTexture, vec2(uv.x + step, uv.y - step)).r;
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float br = texture2D(normalTexture, vec2(uv.x + step, uv.y - step)).r;
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float b = texture2D(normalTexture, vec2(uv.x, uv.y - step)).r;
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float b = texture2D(normalTexture, vec2(uv.x, uv.y - step)).r;
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float bl = texture2D(normalTexture, vec2(uv.x - step, uv.y - step)).r;
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float bl = texture2D(normalTexture, vec2(uv.x - step, uv.y - step)).r;
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float l = texture2D(normalTexture, vec2(uv.x - step, uv.y)).r;
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float l = texture2D(normalTexture, vec2(uv.x - step, uv.y )).r;
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float dX = (tr + 2.0 * r + br) - (tl + 2.0 * l + bl);
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float dX = (tr + 2.0 * r + br) - (tl + 2.0 * l + bl);
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float dY = (bl + 2.0 * b + br) - (tl + 2.0 * t + tr);
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float dY = (bl + 2.0 * b + br) - (tl + 2.0 * t + tr);
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vec4 bump = vec4 (normalize(vec3 (dX, dY, 0.1)),1.0);
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vec4 bump = vec4 (normalize(vec3 (dX, dY, 0.1)),1.0);
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