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authorJeroen Bakker <j.bakker@atmind.nl>2019-05-16 14:35:02 +0300
committerJeroen Bakker <j.bakker@atmind.nl>2019-05-16 14:35:02 +0300
commit4cd191aa295fffa2649fb70a5bb77c721be9949c (patch)
treed8fe4d509ed69b8b6201f66b12066fa5e683e443 /source/blender/draw/engines/eevee/shaders/shadow_vert.glsl
parentb019d8b2fe866c01b8edf187be1d01ede1891d0c (diff)
EEVEE: Intel Shader Compiler Bug
When using Intel GPU EEVEE did not display anything. This was due to an internal shader compilation bug inside the intel drivers. We had fixed this for other vertex shaders. The same change we have to apply to other vert shaders that want to limit the need of Matrix multiplications.
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/shadow_vert.glsl')
-rw-r--r--source/blender/draw/engines/eevee/shaders/shadow_vert.glsl7
1 files changed, 7 insertions, 0 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/shadow_vert.glsl b/source/blender/draw/engines/eevee/shaders/shadow_vert.glsl
index 7dd9af310ed..6b06aab34d2 100644
--- a/source/blender/draw/engines/eevee/shaders/shadow_vert.glsl
+++ b/source/blender/draw/engines/eevee/shaders/shadow_vert.glsl
@@ -11,6 +11,13 @@ out vec3 viewNormal;
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
+
vec3 world_pos = point_object_to_world(pos);
gl_Position = point_world_to_ndc(world_pos);
#ifdef MESH_SHADER