Vulkan Mobile: Fix crash from shader compilation with USE_RADIANCE_CUBEMAP_ARRAY
This commit is contained in:
parent
ca1e4785b2
commit
951ca21f02
1 changed files with 1 additions and 1 deletions
|
|
@ -1577,7 +1577,7 @@ void main() {
|
|||
float lod;
|
||||
half blend = half(modf(roughness_lod, lod));
|
||||
hvec3 clearcoat_sample_a = hvec3(texture(samplerCubeArray(radiance_cubemap, DEFAULT_SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), vec4(ref_vec, lod)).rgb);
|
||||
hvec3 clearcoat_sample_b = hvec3(texture(samplerCubeArray(radiance_cubemap, DEFAULT_SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP)), vec4(ref_vec, lod + 1)).rgb);
|
||||
hvec3 clearcoat_sample_b = hvec3(texture(samplerCubeArray(radiance_cubemap, DEFAULT_SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), vec4(ref_vec, lod + 1)).rgb);
|
||||
hvec3 clearcoat_light = mix(clearcoat_sample_a, clearcoat_sample_b, blend);
|
||||
|
||||
#else
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue