diff --git a/Shaders/volumetric_light/volumetric_light.frag.glsl b/Shaders/volumetric_light/volumetric_light.frag.glsl index 842b023c..84ca0a90 100644 --- a/Shaders/volumetric_light/volumetric_light.frag.glsl +++ b/Shaders/volumetric_light/volumetric_light.frag.glsl @@ -90,11 +90,11 @@ void rayStep(inout vec3 curPos, inout float curOpticalDepth, inout float scatter float l1 = lighting * stepLenWorld * tScat * density; curOpticalDepth *= exp(-tExt * stepLenWorld * density); - float visibility = 0.0; + float visibility = 0.0; #ifdef _Sun #ifdef _CSM - mat4 LWVP = mat4(casData[4], casData[4 + 1], casData[4 + 2], casData[4 + 3]); + mat4 LWVP = mat4(casData[4], casData[4 + 1], casData[4 + 2], casData[4 + 3]); #endif vec4 lPos = LWVP * vec4(curPos, 1.0); lPos.xyz /= lPos.w;