Small fix to the urban shader
This commit is contained in:
parent
758f691a1c
commit
77174294ce
1 changed files with 4 additions and 4 deletions
|
@ -45,9 +45,9 @@ void QDM(inout vec3 p, inout vec3 v)
|
|||
float level = MAX_LEVEL;
|
||||
vec2 dirSign = (sign(v.xy) + 1.0) * 0.5;
|
||||
GlobalIterationCount = 0;
|
||||
float d = 0;
|
||||
float d = 0.0;
|
||||
|
||||
while (level >= 0 && GlobalIterationCount < gIterationCap)
|
||||
while (level >= 0.0 && GlobalIterationCount < gIterationCap)
|
||||
{
|
||||
vec4 uv = vec4(p2.xyz, level);
|
||||
d = texture2DLod(QDMTex, uv.xy, uv.w).w;
|
||||
|
@ -98,8 +98,8 @@ void QDM(inout vec3 p, inout vec3 v)
|
|||
float dA = p2.z * (rayLength - BILINEAR_SMOOTH_FACTOR * TEXEL_SPAN_HALF) / rayLength;
|
||||
float dB = p2.z * (rayLength + BILINEAR_SMOOTH_FACTOR * TEXEL_SPAN_HALF) / rayLength;
|
||||
|
||||
vec4 p2a = vec4(p + v * dA, 0);
|
||||
vec4 p2b = vec4(p + v * dB, 0);
|
||||
vec4 p2a = vec4(p + v * dA, 0.0);
|
||||
vec4 p2b = vec4(p + v * dB, 0.0);
|
||||
dA = texture2DLod(NormalTex, p2a.xy, p2a.w).w;
|
||||
dB = texture2DLod(NormalTex, p2b.xy, p2b.w).w;
|
||||
|
||||
|
|
Loading…
Reference in a new issue