From 24790b18cee93db7e61243bf5b939588ea9e2cc6 Mon Sep 17 00:00:00 2001 From: Wojtek Figat Date: Wed, 18 Oct 2023 12:56:48 +0200 Subject: [PATCH] Fix typo in shader --- Content/Shaders/GlobalSignDistanceField.flax | 4 ++-- Source/Shaders/GlobalSignDistanceField.shader | 2 +- 2 files changed, 3 insertions(+), 3 deletions(-) diff --git a/Content/Shaders/GlobalSignDistanceField.flax b/Content/Shaders/GlobalSignDistanceField.flax index 18f653f86..0e94c5c06 100644 --- a/Content/Shaders/GlobalSignDistanceField.flax +++ b/Content/Shaders/GlobalSignDistanceField.flax @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:2c8aa181a814d69b15ffec6493a71a6f42ae816ce04f7803cff2d5073b4b3c4f -size 11790 +oid sha256:e075583620e62407503c73f52487c204ddcad421e80fa621aebd55af1cfb08d5 +size 11798 diff --git a/Source/Shaders/GlobalSignDistanceField.shader b/Source/Shaders/GlobalSignDistanceField.shader index 3d4f7dd46..bc4f272fc 100644 --- a/Source/Shaders/GlobalSignDistanceField.shader +++ b/Source/Shaders/GlobalSignDistanceField.shader @@ -211,7 +211,7 @@ float SampleSDF(uint3 voxelCoordMip, int3 offset) float result = GlobalSDFTex[voxelCoordMip].r; // Extend by distance to the sampled texel location - float distanceInWorldUnits = length(offset) * (MaxDistance / (float)GenerateMipTexResolution); + float distanceInWorldUnits = length((float3)offset) * (MaxDistance / (float)GenerateMipTexResolution); float distanceToVoxel = distanceInWorldUnits / MaxDistance; result = CombineDistanceToSDF(result, distanceToVoxel);