diff --git a/sdk/include/FidelityFX/gpu/sssr/ffx_sssr_intersect.h b/sdk/include/FidelityFX/gpu/sssr/ffx_sssr_intersect.h index dc6f4535..8c6966e9 100644 --- a/sdk/include/FidelityFX/gpu/sssr/ffx_sssr_intersect.h +++ b/sdk/include/FidelityFX/gpu/sssr/ffx_sssr_intersect.h @@ -167,7 +167,7 @@ FfxFloat32x2 FFX_SSSR_GetMipResolution(FfxFloat32x2 screen_dimensions, FfxInt32 // Requires origin and direction of the ray to be in screen space [0, 1] x [0, 1] FfxFloat32x3 FFX_SSSR_HierarchicalRaymarch(FfxFloat32x3 origin, FfxFloat32x3 direction, FfxBoolean is_mirror, FfxFloat32x2 screen_size, FfxInt32 most_detailed_mip, FfxUInt32 min_traversal_occupancy, FfxUInt32 max_traversal_intersections, FFX_PARAMETER_OUT FfxBoolean valid_hit) { - const FfxFloat32x3 inv_direction = direction != FFX_SELECT(FfxFloat32x3(0.0f, 0.0f, 0.0f), FfxFloat32x3(1.0f, 1.0f, 1.0f) / direction, FfxFloat32x3(FFX_SSSR_FLOAT_MAX, FFX_SSSR_FLOAT_MAX, FFX_SSSR_FLOAT_MAX)); + const FfxFloat32x3 inv_direction = FFX_SELECT(direction != FfxFloat32x3(0.0f, 0.0f, 0.0f), FfxFloat32x3(1.0f, 1.0f, 1.0f) / direction, FfxFloat32x3(FFX_SSSR_FLOAT_MAX, FFX_SSSR_FLOAT_MAX, FFX_SSSR_FLOAT_MAX)); // Start on mip with highest detail. FfxInt32 current_mip = most_detailed_mip;