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author | Clément Foucault <foucault.clem@gmail.com> | 2017-05-19 13:00:20 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2017-05-20 17:58:07 +0300 |
commit | 3f1a7aec13cc0cf5c441e463dbd8e9ffdd4b4f44 (patch) | |
tree | df210c52490daf7d1df9c4c7ee67977de3855919 /source/blender/draw/engines/eevee/shaders/shadow_geom.glsl | |
parent | 07dd208209ce24b95e992928edcb63638256bf00 (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.glsl | 2 |
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]; |