Proper viewport disabling with material editor window

This commit is contained in:
antopilo
2025-04-26 23:07:20 -04:00
parent 7cb7a72630
commit 60819fe1d3
9 changed files with 96 additions and 46 deletions

View File

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