From 60dd56d8d2dc4702fcb982176f3e2ace5469633f Mon Sep 17 00:00:00 2001 From: Xonk Date: Sat, 4 Apr 2026 21:53:12 -0400 Subject: [PATCH] fix using wrong NdotL for direct SS-SSS --- shaders/dimensions/composite1.fsh | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/shaders/dimensions/composite1.fsh b/shaders/dimensions/composite1.fsh index f2a294b..4c00b54 100644 --- a/shaders/dimensions/composite1.fsh +++ b/shaders/dimensions/composite1.fsh @@ -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