ray_hit hit;
hit.dist = INFINITY;
- if( ray_world( pos, (v3f){0.0001f,-1.0f,0.0001f}, &hit ))
+ if( ray_world( pos, (v3f){0.0f,-1.0f,0.0f}, &hit ))
{
struct world_material *m1 = ray_hit_material( &hit );
if((hit.normal[1] > 0.8f) && (m1 == mat) && (hit.pos[1] > 0.0f+10.0f))