fix: scale by PI/2

This commit is contained in:
TrèsAbhi committed 2024-02-02 23:29:10 -06:00
1 parent b290c88c1d
commit 5f9e631011
2 files changed
+3 -10

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@@ -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;
@@ -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);
}