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-rw-r--r--shaders/compute.comp17
1 files changed, 10 insertions, 7 deletions
diff --git a/shaders/compute.comp b/shaders/compute.comp
index 92fa9db..14f1238 100644
--- a/shaders/compute.comp
+++ b/shaders/compute.comp
@@ -142,13 +142,15 @@ vec3 ray_color(ray r, uint seed) {
vec3 diffuse_color = srgb_to_linear(texture(
sampler2D(
textures[nonuniformEXT(tri.mat.base_color_texture.texture_id)],
- samplers[nonuniformEXT(tri.mat.base_color_texture.sampler_id)]
+ // samplers[nonuniformEXT(tri.mat.base_color_texture.sampler_id)]
+ samplers[1]
), uv
).xyz) * tri.mat.base_color.xyz;
vec2 metalness_roughness = texture(
sampler2D(
textures[nonuniformEXT(tri.mat.metallic_roughness_texture.texture_id)],
- samplers[nonuniformEXT(tri.mat.metallic_roughness_texture.sampler_id)]
+ // samplers[nonuniformEXT(tri.mat.metallic_roughness_texture.sampler_id)]
+ samplers[1]
), uv
).xy * vec2(tri.mat.metalness, tri.mat.roughness);
@@ -281,9 +283,10 @@ void main() {
vec3 acc_color = srgb_to_linear(imageLoad(images[nonuniformEXT(bufs.accumulation_image_index)], coords).xyz);
out_color = linear_to_srgb(mix(acc_color, out_color, spp_scale));
- for (uint i = 0; i < bufs.scene.downscale_factor; i++) {
- for (uint j = 0; j < bufs.scene.downscale_factor; j++) {
- imageStore(images[nonuniformEXT(bufs.output_image_index)], coords + ivec2(i, j), vec4(out_color, 1.0));
- }
- }
+ // for (uint i = 0; i < bufs.scene.downscale_factor; i++) {
+ // for (uint j = 0; j < bufs.scene.downscale_factor; j++) {
+ // imageStore(images[nonuniformEXT(bufs.output_image_index)], coords + ivec2(i, j), vec4(out_color, 1.0));
+ // }
+ // }
+ imageStore(images[nonuniformEXT(bufs.output_image_index)], coords, vec4(out_color, 1.0));
}