Fix comment

This commit is contained in:
Emil Axelsson
2018-03-26 18:38:45 +02:00
parent ff535525a6
commit 0f70218977

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@@ -585,8 +585,8 @@ void main() {
// Now we check is if the atmosphere is occluded, i.e., if the distance to the pixel
// in the depth buffer is less than the distance to the atmosphere then the atmosphere
// is occluded
// Fragments positions into G-Buffer are written in OS Eye Space (Camera Rig Coords)
// when using their positions later, one must convert them to the planet's coords
// Fragments positions into G-Buffer are written in eye space.
// When using their positions later, one must convert them to the planet's coords
dvec4 fragObjectCoords = dvec4(eyeToModel * position);
dvec4 fragWorldCoords = dvec4(eyeToWorld * position);