forked from LeenkxTeam/LNXSDK
		
	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; | ||||
| uniform sampler3D voxels; | ||||
| uniform sampler2D gbufferD; | ||||
| uniform sampler2D gbuffer0; | ||||
| uniform layout(rgba8) image2D voxels_diffuse; | ||||
| uniform layout(rgba16) image2D voxels_diffuse; | ||||
|  | ||||
| uniform float clipmaps[voxelgiClipmapCount * 10]; | ||||
| uniform mat4 InvVP; | ||||
| @ -46,7 +46,7 @@ void main() { | ||||
| 	const vec2 pixel = gl_GlobalInvocationID.xy; | ||||
| 	vec2 uv = (pixel + 0.5) / postprocess_resolution; | ||||
| 	#ifdef _InvY | ||||
| 	uv.y = 1.0 - uv.y | ||||
| 	uv.y = 1.0 - uv.y; | ||||
| 	#endif | ||||
|  | ||||
| 	float depth = textureLod(gbufferD, uv, 0.0).r * 2.0 - 1.0; | ||||
|  | ||||
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