diff --git a/package/Shaders/ISApplyVolumetricLighting.hlsl b/package/Shaders/ISApplyVolumetricLighting.hlsl index 0288c97b0..88faf3e8c 100644 --- a/package/Shaders/ISApplyVolumetricLighting.hlsl +++ b/package/Shaders/ISApplyVolumetricLighting.hlsl @@ -46,7 +46,7 @@ PS_OUTPUT main(PS_INPUT input) } # endif float repartition = clamp(RepartitionTex.SampleLevel(RepartitionSampler, depth, 0).x, 0, 0.9999); - float vl = g_IntensityX_TemporalY.x * VLTex.SampleLevel(VLSampler, float3(input.TexCoord, repartition), 0).x; + float vl = g_IntensityX_TemporalY.x * VLTex.SampleLevel(VLSampler, float3(ConvertFromStereoUV(input.TexCoord, eyeIndex), repartition), 0).x; float noiseGrad = 0.03125 * NoiseGradSamplerTex.Sample(NoiseGradSamplerSampler, 0.125 * input.Position.xy).x;