updated voxelizer
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@@ -18,6 +18,8 @@ void main( uint3 DTid : SV_DispatchThreadID )
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{
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//float3 normal = DecodeNormal(voxel.normalMask);
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//// try to make it temporally more stable:
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//output_emission[writecoord] = lerp(output_emission[writecoord], float4(color.rgb, 1), 0.1);
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output_emission[writecoord] = float4(color.rgb, 1);
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}
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else
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@@ -21,7 +21,7 @@ VSOut main( uint vertexID : SV_VERTEXID, uint instanceID : SV_INSTANCEID )
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float3 pos = (float3)coord / g_xWorld_VoxelRadianceDataRes * 2 - 1;
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pos.y = -pos.y;
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pos *= g_xWorld_VoxelRadianceDataRes;
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pos += CUBE[vertexID].xyz;
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pos += CUBE[vertexID].xyz + float3(1,-1,1);
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pos *= g_xWorld_VoxelRadianceDataRes * g_xWorld_VoxelRadianceDataSize / g_xWorld_VoxelRadianceDataRes;
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o.pos = mul(float4(pos, 1), g_xTransform);
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@@ -4016,9 +4016,6 @@ void wiRenderer::VoxelRadiance( GRAPHICSTHREAD threadID )
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RenderMeshes(center, culledRenderer, SHADERTYPE_VOXELIZE, RENDERTYPE_OPAQUE, threadID);
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voxelSceneData.center = center;
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GetDevice()->BindRenderTargets(0, nullptr, nullptr, threadID);
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