diff --git a/crates/bevy_solari/src/realtime/restir_di.wgsl b/crates/bevy_solari/src/realtime/restir_di.wgsl index 3efb655b9e..a4de310547 100644 --- a/crates/bevy_solari/src/realtime/restir_di.wgsl +++ b/crates/bevy_solari/src/realtime/restir_di.wgsl @@ -48,7 +48,7 @@ fn initial_and_temporal(@builtin(global_invocation_id) global_id: vec3) { let diffuse_brdf = base_color / PI; let initial_reservoir = generate_initial_reservoir(world_position, world_normal, diffuse_brdf, &rng); - let temporal_reservoir = load_temporal_reservoir(global_id.xy, depth, world_position, world_normal, &rng); + let temporal_reservoir = load_temporal_reservoir(global_id.xy, depth, world_position, world_normal); let combined_reservoir = merge_reservoirs(initial_reservoir, temporal_reservoir, world_position, world_normal, diffuse_brdf, &rng); di_reservoirs_b[pixel_index] = combined_reservoir.merged_reservoir; @@ -119,7 +119,7 @@ fn generate_initial_reservoir(world_position: vec3, world_normal: vec3 return reservoir; } -fn load_temporal_reservoir(pixel_id: vec2, depth: f32, world_position: vec3, world_normal: vec3, rng: ptr) -> Reservoir { +fn load_temporal_reservoir(pixel_id: vec2, depth: f32, world_position: vec3, world_normal: vec3) -> Reservoir { let motion_vector = textureLoad(motion_vectors, pixel_id, 0).xy; let temporal_pixel_id_float = round(vec2(pixel_id) - (motion_vector * view.viewport.zw)); let temporal_pixel_id = vec2(temporal_pixel_id_float); diff --git a/crates/bevy_solari/src/realtime/restir_gi.wgsl b/crates/bevy_solari/src/realtime/restir_gi.wgsl index e91b267b16..074e99ba3d 100644 --- a/crates/bevy_solari/src/realtime/restir_gi.wgsl +++ b/crates/bevy_solari/src/realtime/restir_gi.wgsl @@ -43,7 +43,7 @@ fn initial_and_temporal(@builtin(global_invocation_id) global_id: vec3) { let world_normal = octahedral_decode(unpack_24bit_normal(gpixel.a)); let initial_reservoir = generate_initial_reservoir(world_position, world_normal, &rng); - let temporal_reservoir = load_temporal_reservoir(global_id.xy, depth, world_position, world_normal, &rng); + let temporal_reservoir = load_temporal_reservoir(global_id.xy, depth, world_position, world_normal); let combined_reservoir = merge_reservoirs(initial_reservoir, temporal_reservoir, &rng); gi_reservoirs_b[pixel_index] = combined_reservoir; @@ -110,7 +110,7 @@ fn generate_initial_reservoir(world_position: vec3, world_normal: vec3 return reservoir; } -fn load_temporal_reservoir(pixel_id: vec2, depth: f32, world_position: vec3, world_normal: vec3, rng: ptr) -> Reservoir { +fn load_temporal_reservoir(pixel_id: vec2, depth: f32, world_position: vec3, world_normal: vec3) -> Reservoir { let motion_vector = textureLoad(motion_vectors, pixel_id, 0).xy; let temporal_pixel_id_float = round(vec2(pixel_id) - (motion_vector * view.viewport.zw)); let temporal_pixel_id = vec2(temporal_pixel_id_float);