From cbc929edf01b04a575235752178f1f73766790d3 Mon Sep 17 00:00:00 2001 From: Dario Date: Fri, 26 Jan 2024 11:23:26 -0300 Subject: [PATCH] Do not use a linear sampler on lightmapper when retrieving grid data. --- modules/lightmapper_rd/lm_compute.glsl | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) diff --git a/modules/lightmapper_rd/lm_compute.glsl b/modules/lightmapper_rd/lm_compute.glsl index 21e039396dc8..1d088450e9ee 100644 --- a/modules/lightmapper_rd/lm_compute.glsl +++ b/modules/lightmapper_rd/lm_compute.glsl @@ -13,6 +13,8 @@ denoise = "#define MODE_DENOISE"; #VERSION_DEFINES +#extension GL_EXT_samplerless_texture_functions : enable + // One 2D local group focusing in one layer at a time, though all // in parallel (no barriers) makes more sense than a 3D local group // as this can take more advantage of the cache for each group. @@ -152,7 +154,7 @@ uint trace_ray(vec3 p_from, vec3 p_to, bool p_any_hit, out float r_distance, out uint iters = 0; while (all(greaterThanEqual(icell, ivec3(0))) && all(lessThan(icell, ivec3(bake_params.grid_size))) && (iters < 1000)) { - uvec2 cell_data = texelFetch(usampler3D(grid, linear_sampler), icell, 0).xy; + uvec2 cell_data = texelFetch(grid, icell, 0).xy; uint triangle_count = cell_data.x; if (triangle_count > 0) { uint hit = RAY_MISS;