Do not use a linear sampler on lightmapper when retrieving grid data.
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@ -13,6 +13,8 @@ denoise = "#define MODE_DENOISE";
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#VERSION_DEFINES
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#VERSION_DEFINES
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#extension GL_EXT_samplerless_texture_functions : enable
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// One 2D local group focusing in one layer at a time, though all
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// One 2D local group focusing in one layer at a time, though all
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// in parallel (no barriers) makes more sense than a 3D local group
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// in parallel (no barriers) makes more sense than a 3D local group
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// as this can take more advantage of the cache for each group.
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// as this can take more advantage of the cache for each group.
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@ -152,7 +154,7 @@ uint trace_ray(vec3 p_from, vec3 p_to, bool p_any_hit, out float r_distance, out
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uint iters = 0;
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uint iters = 0;
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while (all(greaterThanEqual(icell, ivec3(0))) && all(lessThan(icell, ivec3(bake_params.grid_size))) && (iters < 1000)) {
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while (all(greaterThanEqual(icell, ivec3(0))) && all(lessThan(icell, ivec3(bake_params.grid_size))) && (iters < 1000)) {
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uvec2 cell_data = texelFetch(usampler3D(grid, linear_sampler), icell, 0).xy;
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uvec2 cell_data = texelFetch(grid, icell, 0).xy;
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uint triangle_count = cell_data.x;
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uint triangle_count = cell_data.x;
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if (triangle_count > 0) {
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if (triangle_count > 0) {
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uint hit = RAY_MISS;
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uint hit = RAY_MISS;
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