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fix: fix stereo access to VLTex
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VLTex is still mono and causes artifacts, but this is a correct step
once it is stereo.
doodlum#565 (comment)
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alandtse committed Oct 6, 2024
1 parent cd27a5f commit a57779c
Showing 1 changed file with 1 addition and 1 deletion.
2 changes: 1 addition & 1 deletion package/Shaders/ISApplyVolumetricLighting.hlsl
Original file line number Diff line number Diff line change
Expand Up @@ -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;

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