rtx: fix uninitialized texture memory in base_color and normal channels
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parent
2ac0413a28
commit
985ea278f8
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@ -417,6 +417,8 @@ void main() {
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vec3 out_additive = vec3(0.);
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vec3 out_diffuse_gi = vec3(0.);
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vec3 out_specular = vec3(0.);
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vec3 out_base_color = vec3(0.);
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vec4 out_normals = vec4(0.);
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// Can be specular or diffuse_gi based on first bounce
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vec3 out_accumulated = vec3(0.);
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@ -494,8 +496,8 @@ void main() {
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additive = vec3(0.);
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out_material_index = float(payload_opaque.material_index);
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imageStore(out_image_base_color, ivec2(gl_LaunchIDEXT.xy), vec4(payload_opaque.base_color, 0.));
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imageStore(out_image_normals, ivec2(gl_LaunchIDEXT.xy), vec4(geometryNormal.xy, shadingNormal.xy));
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out_base_color = payload_opaque.base_color;
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out_normals = vec4(geometryNormal.xy, shadingNormal.xy);
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payload_opaque.base_color = vec3(1.);
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//out_material_index = float(kusochki[payload_opaque.kusok_index].tex_roughness);
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@ -582,6 +584,8 @@ void main() {
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out_specular += out_accumulated;
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}
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imageStore(out_image_base_color, ivec2(gl_LaunchIDEXT.xy), vec4(out_base_color, 0.));
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imageStore(out_image_normals, ivec2(gl_LaunchIDEXT.xy), out_normals);
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imageStore(out_image_diffuse_gi, ivec2(gl_LaunchIDEXT.xy), vec4(out_diffuse_gi / color_factor, out_material_index));
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imageStore(out_image_specular, ivec2(gl_LaunchIDEXT.xy), vec4(out_specular / color_factor, 0.));
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imageStore(out_image_additive, ivec2(gl_LaunchIDEXT.xy), vec4(out_additive / color_factor, 0.));
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