From 805015cdb8ba4e6a926c9df8fca007f54856b0b6 Mon Sep 17 00:00:00 2001 From: "NEOCORE\\turanszkij" Date: Fri, 24 Jan 2025 17:16:06 +0100 Subject: [PATCH] half things --- WickedEngine/shaders/shadingHF.hlsli | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/WickedEngine/shaders/shadingHF.hlsli b/WickedEngine/shaders/shadingHF.hlsli index cd6048fd08..6f821f5b90 100644 --- a/WickedEngine/shaders/shadingHF.hlsli +++ b/WickedEngine/shaders/shadingHF.hlsli @@ -668,13 +668,13 @@ inline uint AlphaToCoverage(half alpha, half alphaTest, float4 svposition) return 0; } -float4 InteriorMapping(in float3 P, in float3 V, in ShaderMaterial material, in ShaderMeshInstance meshinstance) +half4 InteriorMapping(in float3 P, in float3 V, in ShaderMaterial material, in ShaderMeshInstance meshinstance) { [branch] if (!material.textures[BASECOLORMAP].IsValid()) return 0; - TextureCube cubemap = bindless_cubemaps[descriptor_index(material.textures[BASECOLORMAP].texture_descriptor)]; + TextureCube cubemap = bindless_cubemaps_half4[descriptor_index(material.textures[BASECOLORMAP].texture_descriptor)]; // Note: there is some heavy per-pixel matrix math here (mul, inverse, decompose) by intention // to not increase common structure sizes for single shader that would require these things! @@ -691,7 +691,7 @@ float4 InteriorMapping(in float3 P, in float3 V, in ShaderMaterial material, in const half3 clipSpacePos = mul(interiorProjection, float4(P, 1)).xyz; - float3 R = -V; + half3 R = -V; half3 RayLS = mul((half3x3)interiorProjection, R); half3 FirstPlaneIntersect = (1 - clipSpacePos) / RayLS; half3 SecondPlaneIntersect = (-1 - clipSpacePos) / RayLS;