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WIP: Getting Vulkan up to date
- Getting around a GLSLang SPIR-V generation error (compiler bug)

BearishSun hace 8 años
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commit
4a269d2a88
Se han modificado 1 ficheros con 4 adiciones y 1 borrados
  1. 4 1
      Data/Raw/Engine/Shaders/IrradianceEvaluate.bsl

+ 4 - 1
Data/Raw/Engine/Shaders/IrradianceEvaluate.bsl

@@ -245,7 +245,10 @@ technique IrradianceEvaluate
 					for(uint i = 0; i < 4; ++i)
 					{
 						if(coords[i] > 0.0f)
-							SHMultiplyAdd(shCoeffs, gSHCoeffs[volume.indices[i]], coords[i]);
+						{
+							SHVectorRGB coeff = gSHCoeffs[volume.indices[i]];
+							SHMultiplyAdd(shCoeffs, coeff, coords[i]);
+						}
 					}
 					
 					SHVector shBasis = SHBasis(surfaceData.worldNormal);