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author | Jason Fielder <jason_apple> | 2022-03-30 20:37:29 +0300 |
---|---|---|
committer | Clément Foucault <foucault.clem@gmail.com> | 2022-03-30 20:47:00 +0300 |
commit | 7c9e128bbfb37d70799f8867d93992ee3f522242 (patch) | |
tree | 2b881de1c924455d6e58ccad35d8831339abfa3a /source/blender/draw/engines/eevee/shaders/effect_translucency_frag.glsl | |
parent | 60a6fbf5b59911cba54d30bd1105626fcc577875 (diff) |
Metal: GLSL Compatibility - explicit mat4_to_mat3 conversion
Explicit constructor for mat3 from a mat4 is not valid and cannot be overloaded.
Adding explicit texture resource type flags for depth textures. This is an explicit requirement for Metal Shading language. This is a temporary compatibility, as this path is already supported in GPU_SHADER_CREATE_INFO under ImageType::DEPTH_2D, though required in shader source for MSL shaders which do not have create info.
Authored by Apple: Michael Parkin-White
Ref T96261
Reviewed By: fclem
Maniphest Tasks: T96261
Differential Revision: https://developer.blender.org/D14418
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/effect_translucency_frag.glsl')
-rw-r--r-- | source/blender/draw/engines/eevee/shaders/effect_translucency_frag.glsl | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/effect_translucency_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_translucency_frag.glsl index 831ed0a119a..3cf21dc32d1 100644 --- a/source/blender/draw/engines/eevee/shaders/effect_translucency_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/effect_translucency_frag.glsl @@ -8,7 +8,7 @@ in vec4 uvcoordsvar; out vec4 FragColor; -uniform sampler2D depthBuffer; +uniform depth2D depthBuffer; uniform sampler1D sssTexProfile; uniform sampler2D sssRadius; uniform sampler2DArray sssShadowCubes; @@ -21,7 +21,7 @@ uniform sampler2DArray sssShadowCascades; layout(std140) uniform sssProfile { - vec4 kernel[MAX_SSS_SAMPLES]; + vec4 sss_kernel[MAX_SSS_SAMPLES]; vec4 radii_max_radius; int sss_samples; }; |