From d7ddb2ef6fd19fe19784629fb9de7ad73e16dd96 Mon Sep 17 00:00:00 2001 From: Wojtek Figat Date: Mon, 12 Jun 2023 21:12:17 +0200 Subject: [PATCH] Fix typo in atmosphere precompute shader --- Content/Shaders/AtmospherePreCompute.flax | 4 ++-- Source/Shaders/AtmospherePreCompute.shader | 2 +- 2 files changed, 3 insertions(+), 3 deletions(-) diff --git a/Content/Shaders/AtmospherePreCompute.flax b/Content/Shaders/AtmospherePreCompute.flax index b95df915d..012715c7b 100644 --- a/Content/Shaders/AtmospherePreCompute.flax +++ b/Content/Shaders/AtmospherePreCompute.flax @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:339f3706385a693095fa0cb23eccd57f429bf30f11af8a7e87c173a7bcfc74fb -size 11720 +oid sha256:2627c48e40c99c5e87ed81813f67657ac0c5ee1b12cf42e062e8d3bdf77b9f16 +size 11418 diff --git a/Source/Shaders/AtmospherePreCompute.shader b/Source/Shaders/AtmospherePreCompute.shader index b9a65c09c..e5d23af07 100644 --- a/Source/Shaders/AtmospherePreCompute.shader +++ b/Source/Shaders/AtmospherePreCompute.shader @@ -174,7 +174,7 @@ float4 PS_CopyInscatter1(Quad_VS2PS input) : SV_Target0 { float3 uvw = float3(input.TexCoord, (float(AtmosphereLayer) + 0.5f) / float(AtmosphericFogInscatterAltitudeSampleNum)); float4 ray = AtmosphereDeltaSRTexture.Sample(SamplerLinearClamp, uvw); - float4 mie = AtmosphereDeltaSRTexture.Sample(SamplerLinearClamp, uvw); + float4 mie = AtmosphereDeltaSMTexture.Sample(SamplerLinearClamp, uvw); return float4(ray.xyz, mie.x); }