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if (usePrecomputedSamples) |
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{ |
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// Performance warning: using a texture LUT will generate a vector load, |
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// which increases both the VGPR pressure and the workload of the |
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// texture unit. A better solution here is to load from a Constant, Raw |
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// or Structured buffer, or perhaps even declare all the constants in an |
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// HLSL header to allow the compiler to inline everything. |
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float3 localL = LOAD_TEXTURE2D(ggxIblSamples, uint2(i, index)).xyz; |
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L = mul(localL, localToWorld); |
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