Fix code depth sampling for unreversed z

This commit is contained in:
ExMatics HydrogenC
2024-06-05 22:39:20 +08:00
parent b036692154
commit 44f8e86245
+1 -1
View File
@@ -134,7 +134,7 @@ float SampleShadowMapFixedSizePCF(Texture2DArray shadowMap, float2 shadowMapSize
// Revert the sign if reverse z is enabled, the same below
v1[(col + FS_2) / 2] = 1 - shadowMap.GatherCmp(ShadowSampler, baseUV, sceneDepth, int2(col, row));
#else
v1[(col + FS_2) / 2] = 1 - shadowMap.GatherCmp(ShadowSampler, baseUV, sceneDepth, int2(col, row));
v1[(col + FS_2) / 2] = shadowMap.GatherCmp(ShadowSampler, baseUV, sceneDepth, int2(col, row));
#endif
#else