diff --git a/features/Complex Parallax Materials/Shaders/ComplexParallaxMaterials/ComplexParallaxMaterials.hlsli b/features/Complex Parallax Materials/Shaders/ComplexParallaxMaterials/ComplexParallaxMaterials.hlsli index 23bf2146..586d45eb 100644 --- a/features/Complex Parallax Materials/Shaders/ComplexParallaxMaterials/ComplexParallaxMaterials.hlsli +++ b/features/Complex Parallax Materials/Shaders/ComplexParallaxMaterials/ComplexParallaxMaterials.hlsli @@ -1,6 +1,6 @@ struct PerPassParallax -{ // comment +{ bool EnableComplexMaterial; bool EnableParallax; diff --git a/features/Dynamic Cubemaps/Shaders/DynamicCubemaps/InferCubemapCS.hlsl b/features/Dynamic Cubemaps/Shaders/DynamicCubemaps/InferCubemapCS.hlsl index 763555e6..94bc5401 100644 --- a/features/Dynamic Cubemaps/Shaders/DynamicCubemaps/InferCubemapCS.hlsl +++ b/features/Dynamic Cubemaps/Shaders/DynamicCubemaps/InferCubemapCS.hlsl @@ -10,7 +10,6 @@ SamplerState LinearSampler : register(s0); // this particular fragment in a cubemap. float3 GetSamplingVector(uint3 ThreadID, in RWTexture2DArray OutputTexture) { - // comment float width = 0.0f; float height = 0.0f; float depth = 0.0f;