mirror of
https://github.com/jmarshall23/DoomRTX.git
synced 2026-08-17 19:23:51 +02:00
Projected world decals no longer hit skeletal meshes.
This commit is contained in:
@@ -4512,7 +4512,12 @@ float3 QD3D12_SafeNormalizeOr(float3 v, float3 fallbackDir)
|
||||
float4 PSScreenDecals(VSOut i) : SV_Target0
|
||||
{
|
||||
uint2 pixel = uint2(i.pos.xy);
|
||||
float3 worldPos = gScreenDecalPosition.Load(int3(pixel, 0)).xyz;
|
||||
float4 positionSample = gScreenDecalPosition.Load(int3(pixel, 0));
|
||||
uint geometryBits = (uint)round(max(positionSample.w, 0.0));
|
||||
if ((geometryBits & 1u) != 0u)
|
||||
return float4(0.0, 0.0, 0.0, 0.0);
|
||||
|
||||
float3 worldPos = positionSample.xyz;
|
||||
float3 decalColor = 0.0;
|
||||
float decalAlpha = 0.0;
|
||||
uint decalIndex = (uint)gScreenDecalIndex;
|
||||
|
||||
Reference in New Issue
Block a user