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v4.4.2:
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HIGHLIGHTS:

- NRD: fixed "NRD_IsValidRadiance" in NRD.hlsli

DETAILS:

- NRD: fixed "NRD_IsValidRadiance" in NRD.hlsli
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dzhdanNV committed Dec 27, 2023
1 parent 7cb064f commit f034d19
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Showing 3 changed files with 4 additions and 4 deletions.
4 changes: 2 additions & 2 deletions Include/NRD.h
Original file line number Diff line number Diff line change
Expand Up @@ -29,8 +29,8 @@ license agreement from NVIDIA CORPORATION is strictly prohibited.

#define NRD_VERSION_MAJOR 4
#define NRD_VERSION_MINOR 4
#define NRD_VERSION_BUILD 1
#define NRD_VERSION_DATE "27 November 2023"
#define NRD_VERSION_BUILD 2
#define NRD_VERSION_DATE "27 December 2023"

#if defined(_MSC_VER)
#define NRD_CALL __fastcall
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2 changes: 1 addition & 1 deletion Resources/Version.h
Original file line number Diff line number Diff line change
Expand Up @@ -23,6 +23,6 @@ Versioning rules:

#define VERSION_MAJOR 4
#define VERSION_MINOR 4
#define VERSION_BUILD 1
#define VERSION_BUILD 2

#define VERSION_STRING STR(VERSION_MAJOR.VERSION_MINOR.VERSION_BUILD encoding=NRD_NORMAL_ENCODING.NRD_ROUGHNESS_ENCODING)
2 changes: 1 addition & 1 deletion Shaders/Include/NRD.hlsli
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Expand Up @@ -1098,7 +1098,7 @@ float3 NRD_SH_ResolveSpecular( NRD_SG sh, float3 N, float3 V, float roughness )
// Needs to be used to avoid summing up NAN/INF values in many rays per pixel scenarios
bool NRD_IsValidRadiance( float3 radiance )
{
return _NRD_IsInvalid( radiance );
return !_NRD_IsInvalid( radiance );
}

// Scales normalized hit distance back to real length
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