forked from LeenkxTeam/LNXSDK
		
	Update leenkx/Shaders/voxel_temporal/voxel_temporal.comp.glsl
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		| @ -100,33 +100,33 @@ void main() { | ||||
| 			int count = int(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 15))); | ||||
| 			if (count > 0) { | ||||
| 				vec4 basecol = vec4(0.0); | ||||
| 				basecol.r = float(imageLoad(voxels, src)) / 255; | ||||
| 				basecol.g = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x))) / 255; | ||||
| 				basecol.b = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 2))) / 255; | ||||
| 				basecol.a = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 3))) / 255; | ||||
| 				basecol.r = float(imageLoad(voxels, src)) / 1024; | ||||
| 				basecol.g = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x))) / 1024; | ||||
| 				basecol.b = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 2))) / 1024; | ||||
| 				basecol.a = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 3))) / 1024; | ||||
| 				basecol /= count; | ||||
| 				vec3 emission = vec3(0.0); | ||||
| 				emission.r = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 4))) / 255; | ||||
| 				emission.g = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 5))) / 255; | ||||
| 				emission.b = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 6))) / 255; | ||||
| 				emission.r = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 4))) / 1024; | ||||
| 				emission.g = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 5))) / 1024; | ||||
| 				emission.b = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 6))) / 1024; | ||||
| 				emission /= count; | ||||
| 				// Retrieve encoded normal (stored in 8-bit format) | ||||
| 				vec3 N = vec3(0.0); | ||||
| 				N.r = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 7))) / 255.0; | ||||
| 				N.g = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 8))) / 255.0; | ||||
| 				N.r = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 7))) / 1024.0; | ||||
| 				N.g = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 8))) / 1024.0; | ||||
| 				N /= count; | ||||
| 				// Decode octahedral normal | ||||
| 				N = decode_oct(N.rg * 2.0 - 1.0); | ||||
| 				vec3 envl = vec3(0.0); | ||||
| 				envl.r = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 9))) / 255; | ||||
| 				envl.g = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 10))) / 255; | ||||
| 				envl.b = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 11))) / 255; | ||||
| 				envl.r = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 9))) / 1024; | ||||
| 				envl.g = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 10))) / 1024; | ||||
| 				envl.b = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 11))) / 1024; | ||||
| 				envl /= count; | ||||
| 				envl *= envmapStrength; | ||||
| 				vec3 light = vec3(0.0); | ||||
| 				light.r = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 12))) / 255; | ||||
| 				light.g = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 13))) / 255; | ||||
| 				light.b = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 14))) / 255; | ||||
| 				light.r = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 12))) / 1024; | ||||
| 				light.g = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 13))) / 1024; | ||||
| 				light.b = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 14))) / 1024; | ||||
| 				light /= count; | ||||
|  | ||||
|  | ||||
| @ -146,7 +146,7 @@ void main() { | ||||
| 			#else | ||||
| 			int count = int(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x))); | ||||
| 			if (count > 0) { | ||||
| 				opac = float(imageLoad(voxels, src)) / 255; | ||||
| 				opac = float(imageLoad(voxels, src)) / 1024; | ||||
| 				opac /= count; | ||||
| 			} | ||||
| 			#endif | ||||
|  | ||||
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