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authorClément Foucault <foucault.clem@gmail.com>2017-05-19 13:00:20 +0300
committerClément Foucault <foucault.clem@gmail.com>2017-05-20 17:58:07 +0300
commit3f1a7aec13cc0cf5c441e463dbd8e9ffdd4b4f44 (patch)
treedf210c52490daf7d1df9c4c7ee67977de3855919 /source/blender/draw/engines/eevee/shaders/shadow_geom.glsl
parent07dd208209ce24b95e992928edcb63638256bf00 (diff)
Eevee: optimize vertex shader for probe and shadows.
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/shadow_geom.glsl')
-rw-r--r--source/blender/draw/engines/eevee/shaders/shadow_geom.glsl2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/shadow_geom.glsl b/source/blender/draw/engines/eevee/shaders/shadow_geom.glsl
index 3e63032abe3..bac6a10eee1 100644
--- a/source/blender/draw/engines/eevee/shaders/shadow_geom.glsl
+++ b/source/blender/draw/engines/eevee/shaders/shadow_geom.glsl
@@ -8,7 +8,7 @@ layout(std140) uniform shadow_render_block {
};
in vec4 vPos[];
-in int face[];
+flat in int face[];
void main() {
int f = face[0];