diff --git a/leenkx/Shaders/voxel_resolve_specular/voxel_resolve_specular.comp.glsl b/leenkx/Shaders/voxel_resolve_specular/voxel_resolve_specular.comp.glsl index f9219e9..771b7a0 100644 --- a/leenkx/Shaders/voxel_resolve_specular/voxel_resolve_specular.comp.glsl +++ b/leenkx/Shaders/voxel_resolve_specular/voxel_resolve_specular.comp.glsl @@ -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;