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Bindless Shadowmaps: not availabe in posteffects


klepto2
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In the previous builds it was possible to use the Lighting code in posteffect shaders. This seems to be broken now. I have replaced the code in my Volumetric shader code to reflect the changes to the Lighting pipeline, but the uvec2 of the shadow maps are 0.

If you need more info i can give you the shader code.

  • Windows 10 Pro 64-Bit-Version
  • NVIDIA Geforce 1080 TI
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The ExtractLightInfo function should provide the shadow map bindless texture handle. This is stored in the entity matrices block, and does not change between rendering the main pass, and when post-processing effects are drawn. So I think there is probably a problem extracting that value correctly.

If you have code I can look at I will check it.

My job is to make tools you love, with the features you want, and performance you can't live without.

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I might had have a small error while porting the RenderLightingto the VolumetricLighting code. After revisiting it, it works now as intendend:

image.thumb.png.abe6634a3c280676cabb41f10fd51acb.png

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  • Windows 10 Pro 64-Bit-Version
  • NVIDIA Geforce 1080 TI
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