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author | Clément Foucault <foucault.clem@gmail.com> | 2018-09-03 15:36:30 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2018-09-03 15:38:06 +0300 |
commit | 0a26c122ed444c587d31c8665ec85e397d30d99a (patch) | |
tree | 8fab9efb87041910fef7a2cf990ea9a534218664 /source/blender/draw/engines/eevee/shaders/lit_surface_vert.glsl | |
parent | c6037b39a1ee8f94ef129b580905d95ed94a8ec3 (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.
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/lit_surface_vert.glsl')
-rw-r--r-- | source/blender/draw/engines/eevee/shaders/lit_surface_vert.glsl | 7 |
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; |