diff options
Diffstat (limited to 'servers/rendering/renderer_rd/shaders/environment/sdfgi_direct_light.glsl')
-rw-r--r-- | servers/rendering/renderer_rd/shaders/environment/sdfgi_direct_light.glsl | 10 |
1 files changed, 5 insertions, 5 deletions
diff --git a/servers/rendering/renderer_rd/shaders/environment/sdfgi_direct_light.glsl b/servers/rendering/renderer_rd/shaders/environment/sdfgi_direct_light.glsl index 9f7449b8aa..06709f65d3 100644 --- a/servers/rendering/renderer_rd/shaders/environment/sdfgi_direct_light.glsl +++ b/servers/rendering/renderer_rd/shaders/environment/sdfgi_direct_light.glsl @@ -24,7 +24,7 @@ struct ProcessVoxel { uint albedo; // rgb bits 0-15 albedo, bits 16-21 are normal bits (set if geometry exists toward that side), extra 11 bits for neighbors. uint light; // rgbe8985 encoded total saved light, extra 2 bits for neighbors. uint light_aniso; // 55555 light anisotropy, extra 2 bits for neighbors. - //total neighbours: 26 + //total neighbors: 26 }; #ifdef MODE_PROCESS_STATIC @@ -443,10 +443,10 @@ void main() { imageStore(dst_aniso1, positioni, vec4(aniso1, 0.0, 0.0)); imageStore(dst_light, positioni, uvec4(light_total_rgbe)); - //also fill neighbours, so light interpolation during the indirect pass works + //also fill neighbors, so light interpolation during the indirect pass works - //recover the neighbour list from the leftover bits - uint neighbours = (voxel_albedo >> 21) | ((voxel_position >> 21) << 11) | ((process_voxels.data[voxel_index].light >> 30) << 22) | ((process_voxels.data[voxel_index].light_aniso >> 30) << 24); + //recover the neighbor list from the leftover bits + uint neighbors = (voxel_albedo >> 21) | ((voxel_position >> 21) << 11) | ((process_voxels.data[voxel_index].light >> 30) << 22) | ((process_voxels.data[voxel_index].light_aniso >> 30) << 24); const uint max_neighbours = 26; const ivec3 neighbour_positions[max_neighbours] = ivec3[]( @@ -478,7 +478,7 @@ void main() { ivec3(1, 1, 1)); for (uint i = 0; i < max_neighbours; i++) { - if (bool(neighbours & (1 << i))) { + if (bool(neighbors & (1 << i))) { ivec3 neighbour_pos = positioni + neighbour_positions[i]; imageStore(dst_light, neighbour_pos, uvec4(light_total_rgbe)); imageStore(dst_aniso0, neighbour_pos, aniso0); |