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use less envmap samples by default and fix AMD stuff
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2 files changed

+3
-3
lines changed

2 files changed

+3
-3
lines changed

examples_tests/18.MitsubaLoader/main.cpp

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -390,7 +390,7 @@ int main()
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}
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}
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constexpr uint32_t ENVMAP_SAMPLE_COUNT = 64u;
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constexpr uint32_t ENVMAP_SAMPLE_COUNT = 16u;
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constexpr float LIGHT_INTENSITY_SCALE = 0.01f;
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core::unordered_set<const asset::ICPURenderpassIndependentPipeline*> modifiedPipelines;

src/irr/ext/MitsubaLoader/CMitsubaLoader.cpp

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -54,8 +54,8 @@ layout (set = 0, binding = 5, row_major, std430) readonly restrict buffer InstDa
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void main()
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{
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uint instIx = PC.instDataOffset+gl_InstanceIndex;
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mat4x3 tform = irr_builtin_glsl_workaround_AMD_broken_row_major_qualifier(InstData.data[instIx].tform);
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mat4 mvp = irr_glsl_pseudoMul4x4with4x3(irr_builtin_glsl_workaround_AMD_broken_row_major_qualifier(CamData.params.MVP), tform);
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mat4x3 tform = InstData.data[instIx].tform;
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mat4 mvp = irr_glsl_pseudoMul4x4with4x3(CamData.params.MVP, tform);
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gl_Position = irr_glsl_pseudoMul4x4with3x1(mvp, vPosition);
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WorldPos = irr_glsl_pseudoMul3x4with3x1(tform, vPosition);
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//InstrOffsetCount = uvec2(InstData.data[instIx].instrOffset,InstData.data[instIx].instrCount);

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