From d2f35fa5b6abc23593d7a2c96b37f6f5e34944aa Mon Sep 17 00:00:00 2001 From: Egor Yusov Date: Sat, 1 Jun 2019 21:10:12 -0700 Subject: Light scattering posteffect: removed NUM_EPIPOLAR_SLICES and MAX_SAMPLES_IN_SLICE shader defines --- .../EpipolarLightScattering/private/InitializeMinMaxShadowMap.fx | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'Shaders/PostProcess/EpipolarLightScattering/private/InitializeMinMaxShadowMap.fx') diff --git a/Shaders/PostProcess/EpipolarLightScattering/private/InitializeMinMaxShadowMap.fx b/Shaders/PostProcess/EpipolarLightScattering/private/InitializeMinMaxShadowMap.fx index 86857c9..7d387ab 100644 --- a/Shaders/PostProcess/EpipolarLightScattering/private/InitializeMinMaxShadowMap.fx +++ b/Shaders/PostProcess/EpipolarLightScattering/private/InitializeMinMaxShadowMap.fx @@ -25,8 +25,8 @@ void InitializeMinMaxShadowMapPS(in FullScreenTriangleVSOutput VSOut, uint uiSliceInd; float fCascadeInd; #if USE_COMBINED_MIN_MAX_TEXTURE - fCascadeInd = floor(VSOut.f4PixelPos.y / float(NUM_EPIPOLAR_SLICES)); - uiSliceInd = uint(VSOut.f4PixelPos.y - fCascadeInd * float(NUM_EPIPOLAR_SLICES)); + fCascadeInd = floor(VSOut.f4PixelPos.y / float(g_PPAttribs.uiNumEpipolarSlices)); + uiSliceInd = uint(VSOut.f4PixelPos.y - fCascadeInd * float(g_PPAttribs.uiNumEpipolarSlices)); fCascadeInd += g_PPAttribs.fFirstCascadeToRayMarch; #else uiSliceInd = uint(VSOut.f4PixelPos.y); -- cgit v1.2.3