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authorJason Fielder <jason_apple>2022-03-30 20:47:59 +0300
committerClément Foucault <foucault.clem@gmail.com>2022-03-30 20:53:22 +0300
commit49bc640b76c77a19e523cd1843585a0c6b21e82f (patch)
treec3446aaa594ac467a76a2e5af5dd86ba886b4aba /source/blender/draw/engines/eevee/shaders
parent7c9e128bbfb37d70799f8867d93992ee3f522242 (diff)
Metal: GLSL Shader compatibility 5
MSL does not have an implicit global scope, this is emulated via macro's adding an indirection for uniforms, attributes, shader stage inputs and outputs such as: #define roughness shaderinst->roughness. Variables in GLSL which exist within uniform blocks can be directly referenced via the global scope, unlike standard C++. This means that variable name pollution occurs if subsequent local variables in the code use the same name, resulting in compilation errors. A number of these conflicting names have been renamed to ensure unique naming and no further scope pollution. Ref T96261 Reviewed By: fclem Maniphest Tasks: T96261 Differential Revision: https://developer.blender.org/D14452
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders')
-rw-r--r--source/blender/draw/engines/eevee/shaders/lightprobe_filter_glossy_frag.glsl4
1 files changed, 2 insertions, 2 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/lightprobe_filter_glossy_frag.glsl b/source/blender/draw/engines/eevee/shaders/lightprobe_filter_glossy_frag.glsl
index a5d11f52a1d..af2982b30c0 100644
--- a/source/blender/draw/engines/eevee/shaders/lightprobe_filter_glossy_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/lightprobe_filter_glossy_frag.glsl
@@ -4,7 +4,7 @@
#pragma BLENDER_REQUIRE(common_math_geom_lib.glsl)
uniform samplerCube probeHdr;
-uniform float roughness;
+uniform float probe_roughness;
uniform float texelSize;
uniform float lodFactor;
uniform float lodMax;
@@ -51,7 +51,7 @@ void main()
float pdf;
/* Microfacet normal */
- vec3 H = sample_ggx(Xi, roughness, V, N, T, B, pdf);
+ vec3 H = sample_ggx(Xi, probe_roughness, V, N, T, B, pdf);
vec3 L = -reflect(V, H);
float NL = dot(N, L);