Do not use a linear sampler on lightmapper when retrieving grid data.

This commit is contained in:
Dario 2024-01-26 11:23:26 -03:00
parent 17e7f85c06
commit cbc929edf0

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@ -13,6 +13,8 @@ denoise = "#define MODE_DENOISE";
#VERSION_DEFINES
#extension GL_EXT_samplerless_texture_functions : enable
// One 2D local group focusing in one layer at a time, though all
// in parallel (no barriers) makes more sense than a 3D local group
// as this can take more advantage of the cache for each group.
@ -152,7 +154,7 @@ uint trace_ray(vec3 p_from, vec3 p_to, bool p_any_hit, out float r_distance, out
uint iters = 0;
while (all(greaterThanEqual(icell, ivec3(0))) && all(lessThan(icell, ivec3(bake_params.grid_size))) && (iters < 1000)) {
uvec2 cell_data = texelFetch(usampler3D(grid, linear_sampler), icell, 0).xy;
uvec2 cell_data = texelFetch(grid, icell, 0).xy;
uint triangle_count = cell_data.x;
if (triangle_count > 0) {
uint hit = RAY_MISS;