Commit: abcda06934aba054de8540b66b13c2bbc5f8f515
Author: Clément Foucault
Date:   Sun Oct 8 18:23:45 2017 +0200
Branches: blender2.8
https://developer.blender.org/rBabcda06934aba054de8540b66b13c2bbc5f8f515

Eevee: Fix bad defines for volumetric shadowing

===================================================================

M       source/blender/draw/engines/eevee/shaders/lamps_lib.glsl

===================================================================

diff --git a/source/blender/draw/engines/eevee/shaders/lamps_lib.glsl 
b/source/blender/draw/engines/eevee/shaders/lamps_lib.glsl
index a39f04d47af..c879e9c37f3 100644
--- a/source/blender/draw/engines/eevee/shaders/lamps_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/lamps_lib.glsl
@@ -144,7 +144,12 @@ float shadow_cascade(ShadowData sd, ShadowCascadeData scd, 
float texid, vec3 W)
 /* ----------------------------------------------------------- */
 #define MAX_MULTI_SHADOW 4
 
-float light_visibility(LightData ld, vec3 W, vec3 viewPosition, vec3 
viewNormal, vec4 l_vector)
+float light_visibility(LightData ld, vec3 W,
+#ifndef VOLUMETRICS
+                       vec3 viewPosition,
+                       vec3 viewNormal,
+#endif
+                       vec4 l_vector)
 {
        float vis = 1.0;
 
@@ -186,7 +191,6 @@ float light_visibility(LightData ld, vec3 W, vec3 
viewPosition, vec3 viewNormal,
                                        data.sh_tex_start, W);
                        // }
                }
-#endif
 
 #ifndef VOLUMETRICS
                /* Only compute if not already in shadow. */
@@ -215,6 +219,7 @@ float light_visibility(LightData ld, vec3 W, vec3 
viewPosition, vec3 viewNormal,
                                return mix(0.0, vis, dist_ratio * dist_ratio * 
dist_ratio);
                        }
                }
+#endif
        }
 #endif

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