Update leenkx/Shaders/voxel_resolve_diffuse/voxel_resolve_diffuse.comp.glsl
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@ -33,7 +33,7 @@ layout (local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
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uniform sampler3D voxels;
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uniform sampler2D gbufferD;
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uniform sampler2D gbuffer0;
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uniform layout(rgba8) image2D voxels_diffuse;
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uniform layout(rgba16) image2D voxels_diffuse;
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uniform float clipmaps[voxelgiClipmapCount * 10];
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uniform mat4 InvVP;
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@ -46,7 +46,7 @@ void main() {
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const vec2 pixel = gl_GlobalInvocationID.xy;
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vec2 uv = (pixel + 0.5) / postprocess_resolution;
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#ifdef _InvY
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uv.y = 1.0 - uv.y
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uv.y = 1.0 - uv.y;
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#endif
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float depth = textureLod(gbufferD, uv, 0.0).r * 2.0 - 1.0;
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