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Fix some relaxed precision issues on nVidia

Panagiotis Christopoulos Charitos 2 lat temu
rodzic
commit
da37d71203

+ 1 - 1
AnKi/Shaders/IndirectDiffuse.hlsl

@@ -26,7 +26,7 @@ ANKI_SPECIALIZATION_CONSTANT_U32(kSampleCount, 0u);
 #include <AnKi/Shaders/ClusteredShadingCommon.hlsl>
 
 [[vk::binding(3)]] SamplerState g_linearAnyClampSampler;
-[[vk::binding(4)]] Texture2D<RVec4> g_gbufferRt2;
+[[vk::binding(4)]] Texture2D<Vec4> g_gbufferRt2;
 [[vk::binding(5)]] Texture2D g_depthTex;
 [[vk::binding(6)]] Texture2D<RVec4> g_lightBufferRt;
 [[vk::binding(7)]] Texture2D<RVec4> g_historyTex;

+ 3 - 3
AnKi/Shaders/LightShading.ankiprog

@@ -27,9 +27,9 @@ ANKI_SPECIALIZATION_CONSTANT_U32(kTileSize, 3u);
 [[vk::binding(5)]] SamplerState g_nearestAnyClampSampler;
 [[vk::binding(6)]] SamplerState g_trilinearClampSampler;
 
-[[vk::binding(7)]] Texture2D<RVec4> g_gbuffer0Tex;
-[[vk::binding(8)]] Texture2D<RVec4> g_gbuffer1Tex;
-[[vk::binding(9)]] Texture2D<RVec4> g_gbuffer2Tex;
+[[vk::binding(7)]] Texture2D<Vec4> g_gbuffer0Tex;
+[[vk::binding(8)]] Texture2D<Vec4> g_gbuffer1Tex;
+[[vk::binding(9)]] Texture2D<Vec4> g_gbuffer2Tex;
 [[vk::binding(10)]] Texture2D g_depthTex;
 #if USE_SHADOW_LAYERS
 [[vk::binding(11)]] Texture2D<UVec4> g_shadowLayersTex;

+ 3 - 3
AnKi/Shaders/LightShadingApplyIndirect.ankiprog

@@ -17,9 +17,9 @@
 [[vk::binding(3)]] Texture2D<RVec4> g_quarterSpecularIndirectTex;
 [[vk::binding(4)]] Texture2D g_quarterDepthTex;
 [[vk::binding(5)]] Texture2D g_fullDepthTex;
-[[vk::binding(6)]] Texture2D<RVec4> g_gbuffer0Tex;
-[[vk::binding(7)]] Texture2D<RVec4> g_gbuffer1Tex;
-[[vk::binding(8)]] Texture2D<RVec4> g_gbuffer2Tex;
+[[vk::binding(6)]] Texture2D<Vec4> g_gbuffer0Tex;
+[[vk::binding(7)]] Texture2D<Vec4> g_gbuffer1Tex;
+[[vk::binding(8)]] Texture2D<Vec4> g_gbuffer2Tex;
 [[vk::binding(9)]] Texture2D<RVec4> g_integrationLut;
 
 #define CLUSTERED_SHADING_SET 0u