Commit: 79dfd2eb7b01cf3c6efc49d368b10f4769d4a97d
Author: Jeroen Bakker
Date: Mon Aug 22 10:44:46 2022 +0200
Branches: master
https://developer.blender.org/rB79dfd2eb7b01cf3c6efc49d368b10f4769d4a97d
EEVEE-Next: Fix shader compilation error.
This fixes a compilation error in eevee_light_culling_debug shader.
Some compilers complained when accessing the same data twice. Unclear
why. We should investigate that this change doesn't harm the performance
of the shader.
Although the light is a local variable it might clutter available
registers. If so it will harm developers during debugging.
===================================================================
M
source/blender/draw/engines/eevee_next/shaders/eevee_light_culling_debug_frag.glsl
===================================================================
diff --git
a/source/blender/draw/engines/eevee_next/shaders/eevee_light_culling_debug_frag.glsl
b/source/blender/draw/engines/eevee_next/shaders/eevee_light_culling_debug_frag.glsl
index 9d231c6bd37..eefc024d0b8 100644
---
a/source/blender/draw/engines/eevee_next/shaders/eevee_light_culling_debug_frag.glsl
+++
b/source/blender/draw/engines/eevee_next/shaders/eevee_light_culling_debug_frag.glsl
@@ -36,7 +36,7 @@ void main()
vec3 L;
float dist;
light_vector_get(light, P, L, dist);
- if (light_attenuation(light_buf[l_idx], L, dist) > 0.0) {
+ if (light_attenuation(light, L, dist) > 0.0) {
light_nocull |= 1u << l_idx;
}
}
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