From 0a3aae1396f984a9dfa0d998c7674e7f05b083fb Mon Sep 17 00:00:00 2001 From: Egor Date: Fri, 10 May 2019 19:31:01 -0700 Subject: Atmospheric scattering PP: fixed GLES issue in epipolar sampling rendering shader --- Shaders/PostProcess/EpipolarLightScattering/private/RenderSampling.fx | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'Shaders/PostProcess') diff --git a/Shaders/PostProcess/EpipolarLightScattering/private/RenderSampling.fx b/Shaders/PostProcess/EpipolarLightScattering/private/RenderSampling.fx index 382a281..b632e2c 100644 --- a/Shaders/PostProcess/EpipolarLightScattering/private/RenderSampling.fx +++ b/Shaders/PostProcess/EpipolarLightScattering/private/RenderSampling.fx @@ -34,7 +34,7 @@ void RenderSampleLocationsVS(in uint VertexID : SV_VertexID, uint2 ui2InterpolationSources = g_tex2DInterpolationSource.Load( int3(TexelIJ,0) ); bool bIsInterpolation = ui2InterpolationSources.x != ui2InterpolationSources.y; - float2 f2QuadSize = (bIsInterpolation ? 2.0 : 4.0)*F2ONE * g_PPAttribs.f4ScreenResolution.zw; + float2 f2QuadSize = (bIsInterpolation ? 2.0 : 4.0) * g_PPAttribs.f4ScreenResolution.zw; float4 MinMaxUV = float4(f2QuadCenterPos.x-f2QuadSize.x, f2QuadCenterPos.y - f2QuadSize.y, f2QuadCenterPos.x+f2QuadSize.x, f2QuadCenterPos.y + f2QuadSize.y); float3 f3Color = bIsInterpolation ? float3(0.5,0.0,0.0) : float3(1.0,0.0,0.0); -- cgit v1.2.3