Optimize terrain heightmap decoding to use shared code

This commit is contained in:
Wojtek Figat
2025-07-04 11:31:27 +02:00
parent 4b10d7057a
commit 7abed93972
3 changed files with 24 additions and 27 deletions

View File

@@ -286,7 +286,7 @@ void ShaderGenerator::ProcessGroupMath(Box* box, Node* node, Value& value)
case 29:
{
Value inXY = tryGetValue(node->GetBox(0), Value::Zero).AsFloat2();
value = writeLocal(ValueType::Float3, String::Format(TEXT("float3({0}, sqrt(saturate(1.0 - dot({0}.xy, {0}.xy))))"), inXY.Value), node);
value = writeLocal(ValueType::Float3, String::Format(TEXT("float3({0}, sqrt(saturate(1.0 - dot({0}, {0}))))"), inXY.Value), node);
break;
}
// Mad