diff --git a/servers/rendering/renderer_rd/shaders/particles.glsl b/servers/rendering/renderer_rd/shaders/particles.glsl index 5fa415472759..efdf1c2278f4 100644 --- a/servers/rendering/renderer_rd/shaders/particles.glsl +++ b/servers/rendering/renderer_rd/shaders/particles.glsl @@ -612,14 +612,14 @@ void main() { vec3 uvw_pos = vec3(local_pos_bottom / FRAME.colliders[i].extents) * 0.5 + 0.5; - float y = 1.0 - texture(sampler2D(height_field_texture, SAMPLER_LINEAR_CLAMP), uvw_pos.xz).r; + float y = texture(sampler2D(height_field_texture, SAMPLER_LINEAR_CLAMP), uvw_pos.xz).r; if (y > uvw_pos.y) { //inside heightfield vec3 pos1 = (vec3(uvw_pos.x, y, uvw_pos.z) * 2.0 - 1.0) * FRAME.colliders[i].extents; - vec3 pos2 = (vec3(uvw_pos.x + DELTA, 1.0 - texture(sampler2D(height_field_texture, SAMPLER_LINEAR_CLAMP), uvw_pos.xz + vec2(DELTA, 0)).r, uvw_pos.z) * 2.0 - 1.0) * FRAME.colliders[i].extents; - vec3 pos3 = (vec3(uvw_pos.x, 1.0 - texture(sampler2D(height_field_texture, SAMPLER_LINEAR_CLAMP), uvw_pos.xz + vec2(0, DELTA)).r, uvw_pos.z + DELTA) * 2.0 - 1.0) * FRAME.colliders[i].extents; + vec3 pos2 = (vec3(uvw_pos.x + DELTA, texture(sampler2D(height_field_texture, SAMPLER_LINEAR_CLAMP), uvw_pos.xz + vec2(DELTA, 0)).r, uvw_pos.z) * 2.0 - 1.0) * FRAME.colliders[i].extents; + vec3 pos3 = (vec3(uvw_pos.x, texture(sampler2D(height_field_texture, SAMPLER_LINEAR_CLAMP), uvw_pos.xz + vec2(0, DELTA)).r, uvw_pos.z + DELTA) * 2.0 - 1.0) * FRAME.colliders[i].extents; normal = normalize(cross(pos1 - pos2, pos1 - pos3)); float local_y = (vec3(local_pos / FRAME.colliders[i].extents) * 0.5 + 0.5).y;