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docs: update docs
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update docs
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ZenderJK committed Apr 27, 2023
1 parent ad9e94e commit 4f7084e
Showing 1 changed file with 0 additions and 5 deletions.
5 changes: 0 additions & 5 deletions src/engine/assets/shader/compute/MultiBouncePass_Shader.wgsl
Original file line number Diff line number Diff line change
Expand Up @@ -172,15 +172,10 @@ fn getIrradianceFieldSurface() -> IrradianceField{
fn offsetByCol(pixelCoord0:vec2<i32>, octSideSize:f32, mapHeight:u32, counts:vec3<f32>) -> vec2<i32>
{
var pixelCoord = pixelCoord0;
//没有描边,一层的像素尺寸
let blockSize:vec2<i32> = vec2<i32>(i32(octSideSize * counts.x), i32(octSideSize * counts.z));
//描边后,Y方向,每一层的像素尺寸
let blockSizeYBorder:i32 = i32((octSideSize + 2.0) * counts.z);
//描边后,Y方向,可以存在最多的层数
let blockMaxRowBorder:i32 = i32(mapHeight) / blockSizeYBorder;
//描边前,Y方向容纳最多层数总像素
let pixelCountYMax:i32 = blockMaxRowBorder * i32(octSideSize * counts.z);
//当前像素应该在第几列,第几行
let col:i32 = pixelCoord.y / pixelCountYMax;

pixelCoord.x = col * i32(octSideSize * counts.x) + pixelCoord.x;
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