@@ -54,7 +54,7 @@ vec2 SampleSphericalMap(in vec3 v)
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return uv;
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}
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- vec3 nbl_computeLighting(inout nbl_glsl_IsotropicViewSurfaceInteraction out_interaction, in mat2 dUV, in MC_precomputed_t precomp)
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+ vec3 nbl_computeLighting(inout nbl_glsl_IsotropicViewSurfaceInteraction out_interaction, in mat2 dUV, in nbl_glsl_MC_precomputed_t precomp)
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{
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nbl_glsl_xoroshiro64star_state_t scramble_start_state = textureLod(scramblebuf,gl_FragCoord.xy/VIEWPORT_SZ,0).rg;
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@@ -63,16 +63,16 @@ vec3 nbl_computeLighting(inout nbl_glsl_IsotropicViewSurfaceInteraction out_inte
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vec3 color = vec3(0.0);
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#ifdef USE_ENVMAP
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- instr_stream_t gcs = getGenChoiceStream(precomp);
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- instr_stream_t rnps = getRemAndPdfStream(precomp);
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+ nbl_glsl_instr_stream_t gcs = getGenChoiceStream(precomp);
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+ nbl_glsl_instr_stream_t rnps = getRemAndPdfStream(precomp);
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for (int i = 0; i < SAMPLE_COUNT; ++i)
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{
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nbl_glsl_xoroshiro64star_state_t scramble_state = scramble_start_state;
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vec3 rand = rand3d(i,scramble_state);
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float pdf;
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nbl_glsl_LightSample s;
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- vec3 rem = runGenerateAndRemainderStream (precomp, gcs, rnps, rand, pdf, s);
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+ vec3 rem = nbl_glsl_runGenerateAndRemainderStream (precomp, gcs, rnps, rand, pdf, s);
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vec2 uv = SampleSphericalMap(s.L);
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color += rem*textureLod(envMap, uv, 0.0).xyz;
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