Update leenkx/Shaders/voxel_resolve_specular/voxel_resolve_specular.comp.glsl
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		| @ -47,8 +47,8 @@ uniform sampler2D sveloc; | ||||
| void main() { | ||||
| 	const vec2 pixel = gl_GlobalInvocationID.xy; | ||||
| 	vec2 uv = (pixel + 0.5) / postprocess_resolution; | ||||
| 	#ifdef _InvY; | ||||
| 	uv.y = 1.0 - uv.y | ||||
| 	#ifdef _InvY | ||||
| 	uv.y = 1.0 - uv.y; | ||||
| 	#endif | ||||
|  | ||||
| 	float depth = textureLod(gbufferD, uv, 0.0).r * 2.0 - 1.0; | ||||
|  | ||||
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