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authorRĂ©mi Verschelde <remi@verschelde.fr>2022-09-01 08:08:38 +0200
committerGitHub <noreply@github.com>2022-09-01 08:08:38 +0200
commite67c967cbcc4bc0ab20d4ae77d47d2812c6242e8 (patch)
tree660af7a9c6213342b751c27146444e8eb5399344 /servers/rendering/renderer_rd/shaders/environment/sdfgi_integrate.glsl
parent1c037c89d4345789c17dfa19bf1e8bd67f702f09 (diff)
parent385ee5c70b110fc4e6a47c847428bfe3da89e18e (diff)
Merge pull request #63751 from clayjohn/physical_light_units
Implement Physical Light Units in Vulkan Renderers
Diffstat (limited to 'servers/rendering/renderer_rd/shaders/environment/sdfgi_integrate.glsl')
-rw-r--r--servers/rendering/renderer_rd/shaders/environment/sdfgi_integrate.glsl1
1 files changed, 1 insertions, 0 deletions
diff --git a/servers/rendering/renderer_rd/shaders/environment/sdfgi_integrate.glsl b/servers/rendering/renderer_rd/shaders/environment/sdfgi_integrate.glsl
index 9c03297f5c..4bdb0dcc72 100644
--- a/servers/rendering/renderer_rd/shaders/environment/sdfgi_integrate.glsl
+++ b/servers/rendering/renderer_rd/shaders/environment/sdfgi_integrate.glsl
@@ -20,6 +20,7 @@ struct CascadeData {
float to_cell; // 1/bounds * grid_size
ivec3 probe_world_offset;
uint pad;
+ vec4 pad2;
};
layout(set = 0, binding = 7, std140) uniform Cascades {