From c2de4952ad671f877402fbb246868fd60170d1de Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Tr=C3=A8sAbhi?= <43380238+tresabhi@users.noreply.github.com> Date: Sat, 30 Mar 2024 11:34:39 -0500 Subject: [PATCH] fix: use final thickness --- .../components/CoreArmorSceneComponent/shaders/fragment.glsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) 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;