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Fix personal shields reflecting above the water surface (#6583)
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This change does not affect gameplay.
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lL1l1 authored Dec 31, 2024
1 parent 2b1d276 commit 12c3305
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Showing 2 changed files with 9 additions and 0 deletions.
1 change: 1 addition & 0 deletions changelog/snippets/fix.6583.md
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- (#6583) Fix personal shields reflecting above the water surface.
8 changes: 8 additions & 0 deletions effects/mesh.fx
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Expand Up @@ -4085,6 +4085,8 @@ float4 CybranShieldImpactPS( SHIELDIMPACT_VERTEX vertex, uniform float fadeTime,

float4 PhaseShieldPS( VERTEXNORMAL_VERTEX vertex ) : COLOR
{
if (1 == mirrored) clip(vertex.depth.x);

float2 tc1 = vertex.texcoord0.xy * 0.5;
tc1.x += 0.005 * vertex.material.x;
tc1.y += 0.02 * vertex.material.x;
Expand All @@ -4108,6 +4110,8 @@ float4 PhaseShieldPS( VERTEXNORMAL_VERTEX vertex ) : COLOR

float4 AeonPhaseShieldPS( VERTEXNORMAL_VERTEX vertex ) : COLOR
{
if (1 == mirrored) clip(vertex.depth.x);

float2 tc1 = vertex.texcoord0.xy * 2;
tc1.x += 0.005 * vertex.material.x;
tc1.y += 0.02 * vertex.material.x;
Expand All @@ -4131,6 +4135,8 @@ float4 AeonPhaseShieldPS( VERTEXNORMAL_VERTEX vertex ) : COLOR

float4 CybranPhaseShieldPS( VERTEXNORMAL_VERTEX vertex ) : COLOR
{
if (1 == mirrored) clip(vertex.depth.x);

float2 tc1 = vertex.texcoord0.xy * 2;
tc1.x += 0.1 * vertex.material.x;
tc1.y += 0.5 * vertex.material.x;
Expand All @@ -4156,6 +4162,8 @@ float4 CybranPhaseShieldPS( VERTEXNORMAL_VERTEX vertex ) : COLOR

float4 SeraphimPhaseShieldPS( VERTEXNORMAL_VERTEX vertex ) : COLOR
{
if (1 == mirrored) clip(vertex.depth.x);

float2 tc1 = vertex.texcoord0.xy * 0.5;
tc1.x += 0.005 * vertex.material.x;
tc1.y += 0.02 * vertex.material.x;
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