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| author | LouisBavoil <[email protected]> | 2016-12-06 00:09:35 +0100 |
|---|---|---|
| committer | GitHub <[email protected]> | 2016-12-06 00:09:35 +0100 |
| commit | 67a987a13d471e3f52bf49f5f032290bf7e81123 (patch) | |
| tree | f8567544ea99f726683761b888d597317015f663 /src | |
| parent | Add DX11 test app for the TwoPassBlending feature. (diff) | |
| parent | arguments for RotateDirection were swapped (diff) | |
| download | hbaoplus-67a987a13d471e3f52bf49f5f032290bf7e81123.tar.xz hbaoplus-67a987a13d471e3f52bf49f5f032290bf7e81123.zip | |
Merge pull request #2 from alex-leleka/patch-1
arguments for RotateDirection were swapped
Diffstat (limited to 'src')
| -rw-r--r-- | src/shaders/src/CoarseAO_PS.hlsl | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/src/shaders/src/CoarseAO_PS.hlsl b/src/shaders/src/CoarseAO_PS.hlsl index ffcd14c..8df2a46 100644 --- a/src/shaders/src/CoarseAO_PS.hlsl +++ b/src/shaders/src/CoarseAO_PS.hlsl @@ -152,7 +152,7 @@ float ComputeCoarseAO(float2 FullResUV, float3 ViewPosition, float3 ViewNormal, float Angle = Alpha * DirectionIndex; // Compute normalized 2D direction - float2 Direction = RotateDirection(float2(cos(Angle), sin(Angle)), Rand.xy); + float2 Direction = RotateDirection(Rand.xy, float2(cos(Angle), sin(Angle))); #if API_GL // To match the reference D3D11 implementation |