Fix various graphics issues detected by Vulkan Validation Layers on Android
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@@ -263,7 +263,7 @@ void MaterialGenerator::ProcessGroupMaterial(Box* box, Node* node, Value& value)
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// Sample scene depth buffer
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auto sceneDepthTexture = findOrAddSceneTexture(MaterialSceneTextures::SceneDepth);
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auto depthSample = writeLocal(VariantType::Float, String::Format(TEXT("{0}.SampleLevel(SamplerLinearClamp, {1}, 0).x"), sceneDepthTexture.ShaderName, screenUVs.Value), node);
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auto depthSample = writeLocal(VariantType::Float, String::Format(TEXT("{0}.SampleLevel(SamplerPointClamp, {1}, 0).x"), sceneDepthTexture.ShaderName, screenUVs.Value), node);
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// Linearize raw device depth
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Value sceneDepth;
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