Commit 76ad652
committed
Use textureLod instead of the texture
texture() compiles to OpImageSampleImplicitLod, which needs screen-space derivatives of the UV
if (rayQueryGetIntersectionTypeEXT(...) != ...NoneEXT) is per pixel
ray query. one pixel ray query of the quad can hit while neighor misses.
So the divergent branch does not match the texture, should use
textureLod which does not require the screen-space derivatives of quad
pixels.1 parent 293e828 commit 76ad652
3 files changed
Lines changed: 9 additions & 9 deletions
File tree
- shaders/mobile_nerf_rayquery
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