|
|
|
|
|
|
|
|
|
|
// Store the feedback for a unit interval. |
|
|
|
// TODO: store a non-constant confidence value. |
|
|
|
_VBufferLightingFeedback[uint3(posInput.positionSS, slice)] = float4(blendedRadiance / dt, 1); |
|
|
|
_VBufferLightingFeedback[uint3(posInput.positionSS, slice)] = float4(blendedRadiance * rcp(dt), 1); |
|
|
|
#else |
|
|
|
float3 blendedRadiance = voxelRadiance; |
|
|
|
#endif |
|
|
|