diff options
author | Germano <germano.costa@ig.com.br> | 2018-01-15 18:49:50 +0300 |
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committer | Germano <germano.costa@ig.com.br> | 2018-01-15 18:49:50 +0300 |
commit | 7183d15d974c4a1df92461e166f17b4d0ac14950 (patch) | |
tree | 62ee0859ed4cf1da2d918171f88b8abe3fc8471a /source/blender/draw/engines/eevee | |
parent | f5e2d4209234d41cade98660e2e51a06940005e1 (diff) |
Fix unreported: Eevee Principled Shader: Crash because Intel does not like dead code
The reason for the crash is still a bit confusing, but on Windows with Intel HD Graphics 4000 it always happens when you enable `Use Nodes` or when you try to connect the Pricipled Shader node to the output without the `Subsurface Scattering` and `Subsurface Translucency` options enabled.
Diffstat (limited to 'source/blender/draw/engines/eevee')
-rw-r--r-- | source/blender/draw/engines/eevee/shaders/lamps_lib.glsl | 4 |
1 files changed, 1 insertions, 3 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/lamps_lib.glsl b/source/blender/draw/engines/eevee/shaders/lamps_lib.glsl index 933f056c401..fcc26c548cf 100644 --- a/source/blender/draw/engines/eevee/shaders/lamps_lib.glsl +++ b/source/blender/draw/engines/eevee/shaders/lamps_lib.glsl @@ -298,9 +298,7 @@ vec3 light_translucent(LightData ld, vec3 W, vec3 N, vec4 l_vector, float scale) { #if !defined(USE_TRANSLUCENCY) || defined(VOLUMETRICS) return vec3(0.0); -#endif - -#ifndef VOLUMETRICS +#else vec3 vis = vec3(1.0); /* Only shadowed light can produce translucency */ |