From 91e8ccea7de45deae9eee73b0c9d83d4c93a11a4 Mon Sep 17 00:00:00 2001 From: Alexander Gauggel <agauggel@uni-koblenz.de> Date: Sat, 19 Jun 2021 10:58:45 +0200 Subject: [PATCH] [#81] Fix voxelization albedo properly --- .../resources/shaders/voxelization.frag | 13 +++++-------- 1 file changed, 5 insertions(+), 8 deletions(-) diff --git a/projects/voxelization/resources/shaders/voxelization.frag b/projects/voxelization/resources/shaders/voxelization.frag index fe2b6a0a..e745cf2a 100644 --- a/projects/voxelization/resources/shaders/voxelization.frag +++ b/projects/voxelization/resources/shaders/voxelization.frag @@ -6,9 +6,9 @@ #include "perMeshResources.inc" #include "lightInfo.inc" -layout(location = 0) in vec3 passPos; -layout(location = 1) out vec2 passUV; -layout(location = 2) in vec3 passN; +layout(location = 0) in vec3 passPos; +layout(location = 1) in vec2 passUV; +layout(location = 2) in vec3 passN; layout(set=0, binding=0, std430) buffer voxelizationBuffer{ uint packedVoxelData[]; @@ -40,11 +40,8 @@ void main() { return; } uint flatIndex = flattenVoxelUVToIndex(UV, voxelImageSize); - - // for some reason the automatic mip level here does not work - // biasing does not work either - // as a workaround a fixed, high mip level is chosen - vec3 albedo = textureLod(sampler2D(albedoTexture, textureSampler), passUV, 10.f).rgb; + + vec3 albedo = texture(sampler2D(albedoTexture, textureSampler), passUV).rgb; vec3 N = normalize(passN); float NoL = clamp(dot(N, lightInfo.L), 0, 1); -- GitLab