Add a bit conditional compiling
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@@ -160,7 +160,7 @@ void MaterialGenerator::sampleSceneDepth(Node* caller, Value& value, Box* box)
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void MaterialGenerator::linearizeSceneDepth(Node* caller, const Value& depth, Value& value)
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{
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value = writeLocal(VariantType::Float, String::Format(TEXT("ViewInfo.w / ({0}.x + ViewInfo.z)"), depth.Value), caller);
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value = writeLocal(VariantType::Float, String::Format(TEXT("ViewInfo.w / ({0}.x - ViewInfo.z)"), depth.Value), caller);
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}
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void MaterialGenerator::ProcessGroupTextures(Box* box, Node* node, Value& value)
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