diff --git a/src/components/Armor/components/CoreArmorSceneComponent/shaders/fragment.glsl b/src/components/Armor/components/CoreArmorSceneComponent/shaders/fragment.glsl index cc71046d2..9bea4ad89 100644 --- a/src/components/Armor/components/CoreArmorSceneComponent/shaders/fragment.glsl +++ b/src/components/Armor/components/CoreArmorSceneComponent/shaders/fragment.glsl @@ -51,7 +51,7 @@ void main() { if (canSplash && useSpacedArmor && isUnderSpacedArmor) { float spacedArmorThickness = spacedArmorBufferFragment.r * penetration; - float finalDamage = 0.5 * damage * (1.0 - distanceFromSpacedArmor / explosionRadius) - 1.1 * (thickness + spacedArmorThickness); + float finalDamage = 0.5 * damage * (1.0 - distanceFromSpacedArmor / explosionRadius) - 1.1 * (finalThickness + spacedArmorThickness); penetrationChance = 0.0; splashChance = finalDamage > 0.0 ? 1.0 : 0.0;