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authorClément Foucault <foucault.clem@gmail.com>2018-08-02 19:03:47 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-08-02 19:33:49 +0300
commit3578212e462d2a67f49d64ce5fb64df43200654f (patch)
tree90c1f4fc7bcda986231efd71909c5f75ef48c5ce /source/blender/draw/engines/eevee/shaders
parentce551ada928100e34b13e2ea8a6304d0631ec3e6 (diff)
Eevee: Fix missing UBO binds.
Some of them are unecessary and should be removed from the shader instead. But for now we need a quick fix for the crashes happening on some platforms. See T55475.
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders')
-rw-r--r--source/blender/draw/engines/eevee/shaders/lamps_lib.glsl3
1 files changed, 3 insertions, 0 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/lamps_lib.glsl b/source/blender/draw/engines/eevee/shaders/lamps_lib.glsl
index ec5f6f4472f..7281eb4cf2d 100644
--- a/source/blender/draw/engines/eevee/shaders/lamps_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/lamps_lib.glsl
@@ -318,6 +318,8 @@ float light_specular(LightData ld, vec4 ltc_mat, vec3 N, vec3 V, vec4 l_vector)
#define SSS_LUT_SIZE 64.0
#define SSS_LUT_SCALE ((SSS_LUT_SIZE - 1.0) / float(SSS_LUT_SIZE))
#define SSS_LUT_BIAS (0.5 / float(SSS_LUT_SIZE))
+
+#ifdef USE_TRANSLUCENCY
layout(std140) uniform sssProfile {
vec4 kernel[MAX_SSS_SAMPLES];
vec4 radii_max_radius;
@@ -330,6 +332,7 @@ vec3 sss_profile(float s) {
s /= radii_max_radius.w;
return texture(sssTexProfile, saturate(s) * SSS_LUT_SCALE + SSS_LUT_BIAS).rgb;
}
+#endif
vec3 light_translucent(LightData ld, vec3 W, vec3 N, vec4 l_vector, float scale)
{