Fix Volumetric Fog rasterization on Vulkan
This commit is contained in:
Binary file not shown.
@@ -125,6 +125,9 @@ Quad_VS2GS VS_WriteToSlice(float2 TexCoord : TEXCOORD0, uint LayerIndex : SV_Ins
|
||||
float radius = sqrt(ViewSpaceBoundingSphere.w * ViewSpaceBoundingSphere.w - depthOffset * depthOffset);
|
||||
float3 positionVS = float3(ViewSpaceBoundingSphere.xy + (TexCoord * 2 - 1) * radius, depth);
|
||||
output.Vertex.Position = mul(float4(positionVS, 1), ViewToVolumeClip);
|
||||
#if VULKAN
|
||||
output.Vertex.Position.y *= -1;
|
||||
#endif
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user