diff --git a/package/Shaders/ISFullScreenVR.hlsl b/package/Shaders/ISFullScreenVR.hlsl index fd705ef8a..4ac3b226e 100644 --- a/package/Shaders/ISFullScreenVR.hlsl +++ b/package/Shaders/ISFullScreenVR.hlsl @@ -44,7 +44,7 @@ PS_OUTPUT main(PS_INPUT input) float2 uv = input.TexCoord; // Get the UV coordinates from input. // Convert UV to normalized screen space [-1, 1]. - float2 normalizedScreenCoord = ConvertUVToNormalizedScreenSpace(uv); + float2 normalizedScreenCoord = VR::ConvertUVToNormalizedScreenSpace(uv); // Calculate the length of the normalized screen coordinates. float normalizedLength = saturate(Params1.x * (length(normalizedScreenCoord) - Params1.y) * Params0.x);