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@@ -42,7 +42,7 @@ layout(local_size_x = WORKGROUP_SIZE.x, local_size_y = WORKGROUP_SIZE.y, local_s
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layout(set = 0, binding = 5) writeonly uniform image2D out_img;
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#endif
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-layout(push_constant, std140, row_major) uniform _pc
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+layout(push_constant, std140, row_major) uniform b_pc
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{
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Vec4 u_unprojectionParams;
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Vec4 u_projectionMat;
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@@ -53,7 +53,7 @@ layout(set = 0, binding = 0) uniform sampler u_linearAnyClampSampler;
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layout(set = 0, binding = 1) uniform sampler u_trilinearRepeatSampler;
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layout(set = 0, binding = 2) uniform texture2D u_depthRt;
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-layout(set = 0, binding = 3) uniform texture2DArray u_noiseMap;
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+layout(set = 0, binding = 3) uniform texture2D u_noiseMap;
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#if USE_NORMAL
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layout(set = 0, binding = 4) uniform texture2D u_msRt;
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#endif
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@@ -78,7 +78,7 @@ Vec3 readNormal(Vec2 uv)
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Vec3 readRandom(Vec2 uv, F32 layer)
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{
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const Vec2 tmp = Vec2(F32(FB_SIZE.x) / F32(NOISE_MAP_SIZE), F32(FB_SIZE.y) / F32(NOISE_MAP_SIZE));
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- const Vec3 r = textureLod(u_noiseMap, u_trilinearRepeatSampler, Vec3(tmp * uv, layer), 0.0).rgb;
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+ const Vec3 r = textureLod(u_noiseMap, u_trilinearRepeatSampler, tmp * uv, 0.0).rgb;
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return r;
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}
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