fix using wrong NdotL for direct SS-SSS

This commit is contained in:
Xonk
2026-04-04 21:53:12 -04:00
parent 2aad8602d5
commit 60dd56d8d2
+1 -1
View File
@@ -1152,7 +1152,7 @@ void main() {
#endif
#ifdef SCREENSPACE_CONTACT_SHADOWS
vec2 SS_directLight = SSRT_Shadows(toScreenSpace_DH(texcoord/RENDER_SCALE, z, DH_depth1), isDHrange, normalize(WsunVec*mat3(gbufferModelViewInverse)), ig_noise, sunSSS_density > 0.0 && shadowMapFalloff2 < 1.0, hand, clamp(-dot(feetPlayerPos_normalized, WsunVec),0,1) * (NdotL));
vec2 SS_directLight = SSRT_Shadows(toScreenSpace_DH(texcoord/RENDER_SCALE, z, DH_depth1), isDHrange, normalize(WsunVec*mat3(gbufferModelViewInverse)), ig_noise, sunSSS_density > 0.0 && shadowMapFalloff2 < 1.0, hand, clamp(-dot(feetPlayerPos_normalized, WsunVec),0,1) * flatNormNdotL);
// combine shadowmap with screenspace shadows.
if(!opaqueParticles) shadowColor *= SS_directLight.r;
#else