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authorClément Foucault <foucault.clem@gmail.com>2018-09-03 15:36:30 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-09-03 15:38:06 +0300
commit0a26c122ed444c587d31c8665ec85e397d30d99a (patch)
tree8fab9efb87041910fef7a2cf990ea9a534218664
parentc6037b39a1ee8f94ef129b580905d95ed94a8ec3 (diff)
Eevee: Fix missing meshes on Win + Intel HD 530/540
This is only a workaround. The real issue should be adressed by the driver team upstream.
-rw-r--r--source/blender/draw/engines/eevee/shaders/lit_surface_vert.glsl7
1 files changed, 7 insertions, 0 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/lit_surface_vert.glsl b/source/blender/draw/engines/eevee/shaders/lit_surface_vert.glsl
index 58bcea7d605..3418ea2f4ad 100644
--- a/source/blender/draw/engines/eevee/shaders/lit_surface_vert.glsl
+++ b/source/blender/draw/engines/eevee/shaders/lit_surface_vert.glsl
@@ -40,6 +40,13 @@ flat out int hairStrandID;
void main()
{
+#ifdef GPU_INTEL
+ /* Due to some shader compiler bug, we somewhat
+ * need to access gl_VertexID to make it work. even
+ * if it's actually dead code. */
+ gl_Position.x = float(gl_VertexID);
+#endif
+
#ifdef HAIR_SHADER
hairStrandID = hair_get_strand_id();
vec3 pos, binor;