Fix PCF shadow uvs vector trunc warning

This commit is contained in:
Wojtek Figat
2021-01-05 14:16:17 +01:00
parent 12f34f33b3
commit 6adb489276

View File

@@ -518,7 +518,7 @@ float SampleShadow(LightData light, LightShadowData shadow, Texture2D shadowMap,
UNROLL UNROLL
for(int i = 0; i < FilterSizeCube; i++) for(int i = 0; i < FilterSizeCube; i++)
{ {
float2 samplePos = shadowMapUVs + sideVector * PCFDiscSamples[i].x + upVector * PCFDiscSamples[i].y; float2 samplePos = shadowMapUVs + sideVector.xy * PCFDiscSamples[i].x + upVector.xy * PCFDiscSamples[i].y;
result += shadowMap.SampleCmpLevelZero(ShadowSamplerPCF, samplePos, shadowPosition.z); result += shadowMap.SampleCmpLevelZero(ShadowSamplerPCF, samplePos, shadowPosition.z);
} }
result *= (1.0f / FilterSizeCube); result *= (1.0f / FilterSizeCube);