diff --git a/base/sources/make_voxel.ts b/base/sources/make_voxel.ts index 5127de91b..b4e3c58d1 100644 --- a/base/sources/make_voxel.ts +++ b/base/sources/make_voxel.ts @@ -73,7 +73,7 @@ function make_voxel_run(data: shader_context_t) { function make_voxel_source(): string { let ds: f32 = make_material_get_displace_strength(); ///if arm_direct3d11 - return "#define vec3 float3 \ + return "#define vec3 float3 \n\ uniform float4x4 W; \ uniform float3x3 N; \ Texture2D texpaint_pack; \ @@ -82,7 +82,7 @@ function make_voxel_source(): string { struct SPIRV_Cross_Output { float4 svpos : SV_POSITION; }; \ SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input) { \ SPIRV_Cross_Output stage_output; \ - " + make_material_voxelgi_half_extents() + ")} \ + " + make_material_voxelgi_half_extents() + " \ stage_output.svpos.xyz = mul(float4(stage_input.pos.xyz, 1.0), W).xyz / voxelgi_half_extents.xxx; \ float3 wnormal = normalize(mul(float3(stage_input.nor.xy, stage_input.pos.w), N)); \ float height = texpaint_pack.SampleLevel(_texpaint_pack_sampler, stage_input.tex, 0.0).a; \ @@ -91,7 +91,7 @@ function make_voxel_source(): string { return stage_output; \ }"; ///else - return "#version 450 \ + return "#version 450 \n\ in vec4 pos; \ in vec2 nor; \ in vec2 tex; \ @@ -100,7 +100,7 @@ function make_voxel_source(): string { uniform mat3 N; \ uniform sampler2D texpaint_pack; \ void main() { \ - " + make_material_voxelgi_half_extents() + ")} \ + " + make_material_voxelgi_half_extents() + " \ voxposition_geom = vec3(W * vec4(pos.xyz, 1.0)) / voxelgi_half_extents; \ vec3 wnormal = normalize(N * vec3(nor.xy, pos.w)); \ float height = textureLod(texpaint_pack, tex, 0.0).a; \ diff --git a/base/sources/strings.ts b/base/sources/strings.ts index 9f3a10d16..cbcb2eba8 100644 --- a/base/sources/strings.ts +++ b/base/sources/strings.ts @@ -536,11 +536,11 @@ float ltc_evaluate(vec3 N, vec3 V, float dotnv, vec3 P, mat3 Minv, vec3 points0, let str_get_pos_from_depth: string = " \ vec3 get_pos_from_depth(vec2 uv, mat4 invVP, textureArg(gbufferD)) { \ - #if defined(HLSL) || defined(METAL) || defined(SPIRV) \ + #if defined(HLSL) || defined(METAL) || defined(SPIRV) \n\ float depth = textureLod(gbufferD, vec2(uv.x, 1.0 - uv.y), 0.0).r; \ - #else \ + #else \n\ float depth = textureLod(gbufferD, uv, 0.0).r; \ - #endif \ + #endif \n\ vec4 wpos = vec4(uv * 2.0 - 1.0, depth * 2.0 - 1.0, 1.0); \ wpos = mul(wpos, invVP); \ return wpos.xyz / wpos.w; \