forked from LeenkxTeam/LNXSDK
Update leenkx/Shaders/voxel_resolve_specular/voxel_resolve_specular.comp.glsl
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@ -47,8 +47,8 @@ uniform sampler2D sveloc;
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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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#ifdef _InvY
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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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