Fix AmbientOcclusion_blur.ps.hlsl shader for legacy r_ssaoFiltering option

This commit is contained in:
Stephen Saunders 2023-01-29 02:01:15 -05:00
parent a466a7a4ad
commit 866244ffdd

View file

@ -22,9 +22,9 @@
// *INDENT-OFF*
#define VALUE_TYPE float
Texture2D t_NormalRoughness : register( t0 VK_DESCRIPTOR_SET( 1 ) );
Texture2D<VALUE_TYPE> t_ViewDepth : register( t1 VK_DESCRIPTOR_SET( 1 ) );
Texture2D t_Ao : register( t2 VK_DESCRIPTOR_SET( 1 ) );
Texture2D t_NormalRoughness : register( t0 VK_DESCRIPTOR_SET( 0 ) );
Texture2D<VALUE_TYPE> t_ViewDepth : register( t1 VK_DESCRIPTOR_SET( 0 ) );
Texture2D t_Ao : register( t2 VK_DESCRIPTOR_SET( 0 ) );
#define normal_buffer t_NormalRoughness
#define cszBuffer t_ViewDepth
@ -103,7 +103,7 @@ float3 sampleNormal( Texture2D normalBuffer, int2 ssC, int mipLevel )
/** Used for preventing AO computation on the sky (at infinite depth) and defining the CS Z to bilateral depth key scaling.
This need not match the real far plane but should not be much more than it.*/
const float FAR_PLANE_Z = -16000.0;
static const float FAR_PLANE_Z = -16000.0;
float CSZToKey( float z )
{