Commit: 7183d15d974c4a1df92461e166f17b4d0ac14950
Author: Germano
Date: Mon Jan 15 13:49:50 2018 -0200
Branches: blender2.8
https://developer.blender.org/rB7183d15d974c4a1df92461e166f17b4d0ac14950
Fix unreported: Eevee Principled Shader: Crash because Intel does not like dead
code
The reason for the crash is still a bit confusing, but on Windows with Intel HD
Graphics 4000 it always happens when you enable `Use Nodes` or when you try to
connect the Pricipled Shader node to the output without the `Subsurface
Scattering` and `Subsurface Translucency` options enabled.
===================================================================
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 933f056c401..fcc26c548cf 100644
--- a/source/blender/draw/engines/eevee/shaders/lamps_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/lamps_lib.glsl
@@ -298,9 +298,7 @@ vec3 light_translucent(LightData ld, vec3 W, vec3 N, vec4
l_vector, float scale)
{
#if !defined(USE_TRANSLUCENCY) || defined(VOLUMETRICS)
return vec3(0.0);
-#endif
-
-#ifndef VOLUMETRICS
+#else
vec3 vis = vec3(1.0);
/* Only shadowed light can produce translucency */
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