diff options
| author | Yong He <yonghe@outlook.com> | 2023-03-23 16:59:02 -0700 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2023-03-23 16:59:02 -0700 |
| commit | 50e7d9797d9bf4b98a056d5df128c24dde6e78bd (patch) | |
| tree | 3e6e4491b1b6512280adff1d69a93ccaf50f6bb3 /tests/nv-extensions | |
| parent | 85f005888cadeb4b1d957b57a86cbad6cc9ea313 (diff) | |
Fix optimization pass not converging. (#2725)
* Fix optimization pass not converging.
* Fix.
* Fix tests.
---------
Co-authored-by: Yong He <yhe@nvidia.com>
Diffstat (limited to 'tests/nv-extensions')
| -rw-r--r-- | tests/nv-extensions/nv-ray-tracing-motion-blur.slang.glsl | 17 |
1 files changed, 7 insertions, 10 deletions
diff --git a/tests/nv-extensions/nv-ray-tracing-motion-blur.slang.glsl b/tests/nv-extensions/nv-ray-tracing-motion-blur.slang.glsl index bae5f361d..d58b07ffa 100644 --- a/tests/nv-extensions/nv-ray-tracing-motion-blur.slang.glsl +++ b/tests/nv-extensions/nv-ray-tracing-motion-blur.slang.glsl @@ -90,19 +90,16 @@ void main() ivec2 launchID_0 = ivec2(_S2.xy); uvec3 _S3 = ((gl_LaunchSizeEXT)); ivec2 launchSize_0 = ivec2(_S3.xy); - - float _S4 = (float(launchID_0.x) + 0.5) / float(launchSize_0.x); - float _S5 = (float(launchID_0.y) + 0.5) / float(launchSize_0.y); - vec2 inUV_0 = vec2(_S4, _S5); - vec4 _S6 = (texture(sampler2D(samplerPosition_0,sampler_0), (inUV_0))); - vec3 P_0 = _S6.xyz; - vec4 _S7 = (texture(sampler2D(samplerNormal_0,sampler_0), (inUV_0))); - vec3 N_0 = _S7.xyz * 2.0 - 1.0; + vec2 inUV_0 = vec2((float(launchID_0.x) + 0.5) / float(launchSize_0.x), (float(launchID_0.y) + 0.5) / float(launchSize_0.y)); + vec4 _S4 = (texture(sampler2D(samplerPosition_0,sampler_0), (inUV_0))); + vec3 P_0 = _S4.xyz; + vec4 _S5 = (texture(sampler2D(samplerNormal_0,sampler_0), (inUV_0))); + vec3 N_0 = _S5.xyz * 2.0 - 1.0; vec3 lightDelta_0 = ubo_0._data.light_0.position_0.xyz - P_0; float lightDist_0 = length(lightDelta_0); vec3 L_0 = normalize(lightDelta_0); - float _S8 = 1.0 / (lightDist_0 * lightDist_0); + float _S6 = 1.0 / (lightDist_0 * lightDist_0); RayDesc_0 ray_0; ray_0.Origin_0 = P_0; ray_0.TMin_0 = 0.00000099999999747524; @@ -120,7 +117,7 @@ void main() } else { - atten_0 = _S8; + atten_0 = _S6; } vec3 color_2 = ubo_0._data.light_0.color_1.xyz * saturate_0(dot(N_0, L_0)) * atten_0; |
