luboslenco 1 år sedan
förälder
incheckning
6ad8196fcb
2 ändrade filer med 7 tillägg och 7 borttagningar
  1. 4 4
      base/sources/make_voxel.ts
  2. 3 3
      base/sources/strings.ts

+ 4 - 4
base/sources/make_voxel.ts

@@ -73,7 +73,7 @@ function make_voxel_run(data: shader_context_t) {
 function make_voxel_source(): string {
 	let ds: f32 = make_material_get_displace_strength();
 	///if arm_direct3d11
-	return "#define vec3 float3 \
+	return "#define vec3 float3 \n\
 	uniform float4x4 W; \
 	uniform float3x3 N; \
 	Texture2D<float4> texpaint_pack; \
@@ -82,7 +82,7 @@ function make_voxel_source(): string {
 	struct SPIRV_Cross_Output { float4 svpos : SV_POSITION; }; \
 	SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input) { \
 		SPIRV_Cross_Output stage_output; \
-		" + make_material_voxelgi_half_extents() + ")} \
+		" + make_material_voxelgi_half_extents() + " \
 		stage_output.svpos.xyz = mul(float4(stage_input.pos.xyz, 1.0), W).xyz / voxelgi_half_extents.xxx; \
 		float3 wnormal = normalize(mul(float3(stage_input.nor.xy, stage_input.pos.w), N)); \
 		float height = texpaint_pack.SampleLevel(_texpaint_pack_sampler, stage_input.tex, 0.0).a; \
@@ -91,7 +91,7 @@ function make_voxel_source(): string {
 		return stage_output; \
 	}";
 	///else
-	return "#version 450 \
+	return "#version 450 \n\
 	in vec4 pos; \
 	in vec2 nor; \
 	in vec2 tex; \
@@ -100,7 +100,7 @@ function make_voxel_source(): string {
 	uniform mat3 N; \
 	uniform sampler2D texpaint_pack; \
 	void main() { \
-		" + make_material_voxelgi_half_extents() + ")} \
+		" + make_material_voxelgi_half_extents() + " \
 		voxposition_geom = vec3(W * vec4(pos.xyz, 1.0)) / voxelgi_half_extents; \
 		vec3 wnormal = normalize(N * vec3(nor.xy, pos.w)); \
 		float height = textureLod(texpaint_pack, tex, 0.0).a; \

+ 3 - 3
base/sources/strings.ts

@@ -536,11 +536,11 @@ float ltc_evaluate(vec3 N, vec3 V, float dotnv, vec3 P, mat3 Minv, vec3 points0,
 
 let str_get_pos_from_depth: string = " \
 vec3 get_pos_from_depth(vec2 uv, mat4 invVP, textureArg(gbufferD)) { \
-	#if defined(HLSL) || defined(METAL) || defined(SPIRV) \
+	#if defined(HLSL) || defined(METAL) || defined(SPIRV) \n\
 	float depth = textureLod(gbufferD, vec2(uv.x, 1.0 - uv.y), 0.0).r; \
-	#else \
+	#else \n\
 	float depth = textureLod(gbufferD, uv, 0.0).r; \
-	#endif \
+	#endif \n\
 	vec4 wpos = vec4(uv * 2.0 - 1.0, depth * 2.0 - 1.0, 1.0); \
 	wpos = mul(wpos, invVP); \
 	return wpos.xyz / wpos.w; \