diff --git a/src/render/d3d11/render_d3d11.cpp b/src/render/d3d11/render_d3d11.cpp index dcfc5801..fdef1cf0 100644 --- a/src/render/d3d11/render_d3d11.cpp +++ b/src/render/d3d11/render_d3d11.cpp @@ -1263,8 +1263,8 @@ r_window_submit(OS_Handle window, R_Handle window_equip, R_PassList *passes) // zw elements are not used, a bit of waste but it allows for simpler shader code uniforms.kernel[(idx+1)/2] = v4f32(w, (F32)idx + t, 0, 0); } - uniforms.kernel[0].x = weights[0]; } + uniforms.kernel[0].x = weights[0]; // technically we need just direction be different // but there are 256 bytes of usable space anyway for each constant buffer chunk