diff --git a/src/components/ArmorMesh/components/Armor/shaders/fragment.glsl b/src/components/ArmorMesh/components/Armor/shaders/fragment.glsl index 08a3d0e15..21f7cdba6 100644 --- a/src/components/ArmorMesh/components/Armor/shaders/fragment.glsl +++ b/src/components/ArmorMesh/components/Armor/shaders/fragment.glsl @@ -33,17 +33,14 @@ void main() { float penetrationChance = -1.0; float splashChance = -1.0; - vec3 normalizedViewPosition = normalize(vViewPosition); - float dotProduct = dot(vNormal, -normalizedViewPosition); - float coreArmorangle = acos(dotProduct); - vec2 screenCoordinates = gl_FragCoord.xy / resolution; vec4 externalModuleMaskColor = texture2D(externalModuleMask, screenCoordinates); vec4 spacedArmorMaskColor = texture2D(spacedArmorMask, screenCoordinates); bool isUnderExternalModule = externalModuleMaskColor.r == 1.0; bool isUnderSpacedArmor = spacedArmorMaskColor.a == 1.0; - float spacedArmorAngle = spacedArmorMaskColor.r * PI; + float spacedArmorAngle = spacedArmorMaskColor.r * (PI / 2.0); + float coreArmorangle = acos(dot(vNormal, -normalize(vViewPosition))); bool coreArmorThreeCalibersRule = caliber > 3.0 * thickness; float spacedArmorNominalThickness = spacedArmorMaskColor.g * maxThickness; bool spacedArmorThreeCalibersRule = isUnderSpacedArmor && caliber > 3.0 * spacedArmorNominalThickness; diff --git a/src/components/ArmorMesh/components/SpacedArmorDepth/shaders/fragment.glsl b/src/components/ArmorMesh/components/SpacedArmorDepth/shaders/fragment.glsl index 850e75fc5..6fe90ce36 100644 --- a/src/components/ArmorMesh/components/SpacedArmorDepth/shaders/fragment.glsl +++ b/src/components/ArmorMesh/components/SpacedArmorDepth/shaders/fragment.glsl @@ -6,10 +6,6 @@ uniform float thickness; uniform float maxThickness; void main() { - vec3 normalizedNormal = normalize(vNormal); - vec3 normalizedViewPosition = normalize(vViewPosition); - float dotProduct = dot(normalizedNormal, -normalizedViewPosition); - float angle = acos(dotProduct); - + float angle = acos(dot(vNormal, -normalize(vViewPosition))); gl_FragColor = vec4(angle / (PI / 2.0), thickness / maxThickness, 0.0, 1.0); } \ No newline at end of file