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author | Clément Foucault <foucault.clem@gmail.com> | 2018-10-17 13:17:56 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2018-10-17 13:18:06 +0300 |
commit | c6eb5651ba26db3fa26179f2124c58f8c94b5ca3 (patch) | |
tree | c4388000fcb5eb551f6ef83cef0bcb2e55782f1b /source/blender/draw/engines/eevee/shaders/background_vert.glsl | |
parent | 53d152258e9fcaee2168a92e39df9c3a71b7f43a (diff) |
Eevee: Fix error when using texture coordinate on world shaders
Compilation errors were happening on OSX with errors of the type:
```ERROR: Input of fragment shader 'viewNormal' not written by vertex shader```
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/background_vert.glsl')
-rw-r--r-- | source/blender/draw/engines/eevee/shaders/background_vert.glsl | 10 |
1 files changed, 10 insertions, 0 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/background_vert.glsl b/source/blender/draw/engines/eevee/shaders/background_vert.glsl index b81aae9bcda..c849a577316 100644 --- a/source/blender/draw/engines/eevee/shaders/background_vert.glsl +++ b/source/blender/draw/engines/eevee/shaders/background_vert.glsl @@ -17,4 +17,14 @@ void main() gl_Position = vec4(pos, 1.0, 1.0); varposition = viewPosition = vec3(pos, -1.0); varnormal = normalize(-varposition); + +#ifndef VOLUMETRICS + /* Not used in practice but needed to avoid compilation errors. */ + worldPosition = viewPosition; + worldNormal = viewNormal = varnormal; +#endif + +#ifdef ATTRIB + pass_attrib(viewPosition); +#endif } |