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authoryum <yum.food.vr@gmail.com>2024-07-18 16:52:34 -0700
committeryum <yum.food.vr@gmail.com>2024-07-18 16:52:34 -0700
commit17c5f581851799676af414ae7f35bc20b295e0b2 (patch)
tree074ee038d82a93ffb2b7486baababf233cc6411a
parente97073efc2c960ad2d28c0649615ef0d6b69a93b (diff)
Fix glitter again
Flickering got worse. Use rcp() as suggested in shader dev discord. When I originally fixed this, I could still get away with using a normal divide.
-rw-r--r--tooner_lighting.cginc2
1 files changed, 1 insertions, 1 deletions
diff --git a/tooner_lighting.cginc b/tooner_lighting.cginc
index 8215ea8..2040c6d 100644
--- a/tooner_lighting.cginc
+++ b/tooner_lighting.cginc
@@ -438,7 +438,7 @@ float get_glitter(float2 uv, float3 worldPos,
// A regular divide here causes flickering. The leading guess is that NVIDIA
// hardware implements the divide instruction slightly differently on
// different cores.
- precise float idensity = 1.0 / density;
+ precise float idensity = rcp(density);
float glitter = rand2(floor(uv * density) * idensity);
float thresh = 1 - amount / 100;