diff --git a/shaders/gbuffers_all_solid.fsh b/shaders/gbuffers_all_solid.fsh index ba69de8..07d8cbd 100644 --- a/shaders/gbuffers_all_solid.fsh +++ b/shaders/gbuffers_all_solid.fsh @@ -454,7 +454,7 @@ void main() { if(SpecularTex.g < 229.5/255.0) Albedo.rgb = mix(Albedo.rgb, vec3(0), Puddle_shape*porosity); #endif - vec4 data1 = clamp(encode(viewToWorld(normal), vec2(torchlightmap,lmtexcoord.w)),0.,1.0); + vec4 data1 = clamp(encode(viewToWorld(normal), (blueNoise()*vec2(torchlightmap,lmtexcoord.w)/30.0) + vec2(torchlightmap,lmtexcoord.w)),0.,1.0); gl_FragData[0] = vec4(encodeVec2(Albedo.x,data1.x),encodeVec2(Albedo.y,data1.y),encodeVec2(Albedo.z,data1.z),encodeVec2(data1.w,Albedo.w)); gl_FragData[1].a = 0.0; @@ -598,7 +598,7 @@ void main() { //////////////////////////////// // vec4 data1 = clamp( encode(viewToWorld(normal), (blueNoise()*lmtexcoord.zw/30.0) + lmtexcoord.zw), 0.0, 1.0); - vec4 data1 = clamp( encode(viewToWorld(normal), (blueNoise()*lmtexcoord.zw/30.0) + vec2(torchlightmap,lmtexcoord.w)), 0.0, 1.0); + vec4 data1 = clamp( encode(viewToWorld(normal), (blueNoise()*vec2(torchlightmap,lmtexcoord.w)/30.0) + vec2(torchlightmap,lmtexcoord.w)), 0.0, 1.0); gl_FragData[0] = vec4(encodeVec2(Albedo.x,data1.x), encodeVec2(Albedo.y,data1.y), encodeVec2(Albedo.z,data1.z), encodeVec2(data1.w,Albedo.w));