diff --git a/assets/voxygen/shaders/clouds-frag.glsl b/assets/voxygen/shaders/clouds-frag.glsl index e152de2cda..0fbd9ebfd8 100644 --- a/assets/voxygen/shaders/clouds-frag.glsl +++ b/assets/voxygen/shaders/clouds-frag.glsl @@ -58,12 +58,7 @@ vec3 wpos_at(vec2 uv) { vec4 clip_space = vec4((uv * 2.0 - 1.0) * vec2(1, -1), buf_depth, 1.0); vec4 view_space = all_mat_inv * clip_space; view_space /= view_space.w; - if (buf_depth == 0.0) { - vec3 direction = normalize(view_space.xyz); - return direction.xyz * 524288.0625 + cam_pos.xyz; - } else { - return view_space.xyz; - } + return view_space.xyz; } float depth_at(vec2 uv) { diff --git a/assets/voxygen/shaders/include/point_glow.glsl b/assets/voxygen/shaders/include/point_glow.glsl index a283447a70..84291cf60b 100644 --- a/assets/voxygen/shaders/include/point_glow.glsl +++ b/assets/voxygen/shaders/include/point_glow.glsl @@ -18,7 +18,7 @@ void apply_point_glow_light(Light L, vec3 wpos, vec3 dir, float max_dist, inout #if (CLOUD_MODE >= CLOUD_MODE_HIGH) vec3 _unused; float unused2; - float spread = 1.0 / (1.0 + sqrt(cloud_at(nearest, 0.0, _unused, unused2).z) * 0.01); + float spread = 1.0 / (1.0 + sqrt(max(cloud_at(nearest, 0.0, _unused, unused2).z, 0.0)) * 0.01); #else const float spread = 1.0; #endif