Commit: 8314be7c8909b91269f85c74dc9f2f27b7a10dd7
Author: Jeroen Bakker
Date: Sun Jun 10 11:51:07 2018 +0200
Branches: blender2.8
https://developer.blender.org/rB8314be7c8909b91269f85c74dc9f2f27b7a10dd7
Fix T55423: GLSL compilation error Flat + XRay
===================================================================
M
source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl
===================================================================
diff --git
a/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl
b/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl
index 295aca246e7..f1eacd281b1 100644
---
a/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl
+++
b/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl
@@ -42,7 +42,9 @@ void main()
vec2 uv_viewport = gl_FragCoord.xy * invertedViewportSize;
vec3 I_vs = view_vector_from_screen_uv(uv_viewport, viewvecs,
ProjectionMatrix);
+#ifdef NORMAL_VIEWPORT_PASS_ENABLED
vec3 nor = normalize(normal_viewport);
+#endif
#ifdef V3D_LIGHTING_MATCAP
bool flipped = world_data.matcap_orientation != 0;
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