diff --git a/neo/shaders/builtin/SSAO/AmbientOcclusion_blur.ps.hlsl b/neo/shaders/builtin/SSAO/AmbientOcclusion_blur.ps.hlsl index b178d296..335c85a7 100644 --- a/neo/shaders/builtin/SSAO/AmbientOcclusion_blur.ps.hlsl +++ b/neo/shaders/builtin/SSAO/AmbientOcclusion_blur.ps.hlsl @@ -22,9 +22,9 @@ // *INDENT-OFF* #define VALUE_TYPE float -Texture2D t_NormalRoughness : register( t0 VK_DESCRIPTOR_SET( 1 ) ); -Texture2D 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 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 ) {