Proper viewport disabling with material editor window
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@@ -36,7 +36,7 @@ PSOutput main(PSInput input)
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{
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int depthTexture = pushConstants.DepthTextureID;
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float upSampledDepth = textures[depthTexture].Sample(mySampler[0], input.UV).r;
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float3 upSampledColor = textures[pushConstants.VolumetricTextureID].Sample(mySampler[0], input.UV).rgb;
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float3 upSampledColor = textures[pushConstants.VolumetricTextureID].Sample(mySampler[1], input.UV).rgb;
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float3 color = 0.0f.xxx;
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float totalWeight = 0.0f;
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@@ -53,7 +53,7 @@ PSOutput main(PSInput input)
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{
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float2 uvOffset = float2(offsets[i].x * 4.0, offsets[i].y * 4.0) ;
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uvOffset = PixelToUV(uvOffset, textures[pushConstants.DepthTextureID]);
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float3 downscaledColor = textures[pushConstants.VolumetricTextureID].Sample(mySampler[0], input.UV + uvOffset).rgb;
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float3 downscaledColor = textures[pushConstants.VolumetricTextureID].Sample(mySampler[1], input.UV + uvOffset).rgb;
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float downscaledDepth = textures[pushConstants.DepthTextureID].Sample(mySampler[0], input.UV + uvOffset).r;
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float currentWeight = 1.0f;
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