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rtparams(#) needs to match the ssaomask register

Azaezel 10 年之前
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24f7dc8314
共有 1 个文件被更改,包括 2 次插入2 次删除
  1. 2 2
      Templates/Full/game/shaders/common/lighting/advanced/vectorLightP.hlsl

+ 2 - 2
Templates/Full/game/shaders/common/lighting/advanced/vectorLightP.hlsl

@@ -35,7 +35,7 @@ uniform sampler2D dynamicShadowMap : register(S2);
 
 #ifdef USE_SSAO_MASK
 uniform sampler2D ssaoMask : register(S3);
-uniform float4 rtParams2;
+uniform float4 rtParams3;
 #endif
 
 float4 AL_VectorLightShadowCast( sampler2D sourceShadowMap,
@@ -295,7 +295,7 @@ float4 main( FarFrustumQuadConnectP IN,
 
    // Sample the AO texture.      
    #ifdef USE_SSAO_MASK
-      float ao = 1.0 - tex2D( ssaoMask, viewportCoordToRenderTarget( IN.uv0.xy, rtParams2 ) ).r;
+      float ao = 1.0 - tex2D( ssaoMask, viewportCoordToRenderTarget( IN.uv0.xy, rtParams3 ) ).r;
       addToResult *= ao;
    #endif