Fix Volumetric Fog rasterization on Vulkan

This commit is contained in:
Wojtek Figat
2026-01-13 13:21:32 +01:00
parent 2b4dc97a97
commit ff2c5290b5
2 changed files with 5 additions and 2 deletions

View File

@@ -1,3 +1,3 @@
version https://git-lfs.github.com/spec/v1
oid sha256:872ac3560279bfd0aeb989ebac1b49750dd142b985bc40058888dfd2b63fe9b2
size 13214
oid sha256:e5e4afe341dbadc3fcfe18e582b9ab476e61c50a248ed71e0a37c22146e1ea3a
size 13272

View File

@@ -125,6 +125,9 @@ Quad_VS2GS VS_WriteToSlice(float2 TexCoord : TEXCOORD0, uint LayerIndex : SV_Ins
float radius = sqrt(ViewSpaceBoundingSphere.w * ViewSpaceBoundingSphere.w - depthOffset * depthOffset);
float3 positionVS = float3(ViewSpaceBoundingSphere.xy + (TexCoord * 2 - 1) * radius, depth);
output.Vertex.Position = mul(float4(positionVS, 1), ViewToVolumeClip);
#if VULKAN
output.Vertex.Position.y *= -1;
#endif
}
else
{