forked from LeenkxTeam/LNXSDK
Update leenkx/Shaders/voxel_resolve_specular/voxel_resolve_specular.comp.glsl
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@ -34,7 +34,7 @@ uniform sampler2D gbufferD;
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uniform sampler2D gbuffer0;
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uniform sampler2D gbuffer0;
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uniform sampler3D voxels;
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uniform sampler3D voxels;
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uniform sampler3D voxelsSDF;
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uniform sampler3D voxelsSDF;
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uniform layout(rgba8) image2D voxels_specular;
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uniform layout(rgba16) image2D voxels_specular;
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uniform float clipmaps[voxelgiClipmapCount * 10];
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uniform float clipmaps[voxelgiClipmapCount * 10];
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uniform mat4 InvVP;
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uniform mat4 InvVP;
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@ -71,7 +71,7 @@ void main() {
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vec2 velocity = -textureLod(sveloc, uv, 0.0).rg;
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vec2 velocity = -textureLod(sveloc, uv, 0.0).rg;
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vec3 color = traceSpecular(P, n, voxels, voxelsSDF, normalize(eye - P), g0.z, clipmaps, pixel, velocity).rgb;
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vec3 color = traceSpecular(P, n, voxels, voxelsSDF, normalize(eye - P), g0.z * g0.z, clipmaps, pixel, velocity).rgb;
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imageStore(voxels_specular, ivec2(pixel), vec4(color, 1.0));
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imageStore(voxels_specular, ivec2(pixel), vec4(color, 1.0));
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}
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}
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