luboslenco 2 лет назад
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Сommit
034aae292f

+ 1 - 1
Shaders/common/deferred_light.frag.glsl

@@ -72,7 +72,7 @@ void main() {
 
 	occ = mix(1.0, occ, dotNV); // AO Fresnel
 
-	vec2 envBRDF = textureLod(senvmapBrdf, vec2(roughness, 1.0 - dotNV), 0.0).xy;
+	vec2 envBRDF = texelFetch(senvmapBrdf, ivec2(vec2(roughness, 1.0 - dotNV) * 256.0), 0).xy;
 
 	// Envmap
 	vec4 envmapDataLocal = envmapData; // TODO: SPIRV workaround

+ 1 - 1
Shaders/common/deferred_light_voxel.frag.glsl

@@ -76,7 +76,7 @@ void main() {
 
 	occ = mix(1.0, occ, dotNV); // AO Fresnel
 
-	vec2 envBRDF = textureLod(senvmapBrdf, vec2(roughness, 1.0 - dotNV), 0.0).xy;
+	vec2 envBRDF = texelFetch(senvmapBrdf, ivec2(vec2(roughness, 1.0 - dotNV) * 256.0), 0).xy;
 
 	// Envmap
 	vec4 envmapDataLocal = envmapData; // TODO: SPIRV workaround