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authorGermano Cavalcante <germano.costa@ig.com.br>2020-03-02 16:33:29 +0300
committerGermano Cavalcante <germano.costa@ig.com.br>2020-03-02 16:33:45 +0300
commit9c4523b1fde4419b8b59744f03b3fffbb2571436 (patch)
tree00cbb95f4d3359aecc90fe59ba632313a404a95d /source/blender/draw/engines/eevee
parent847c091ae838a0e5268fc327dac931c810d88d9b (diff)
Fix crash when compiling renderpass shader on some AMD drivers
Differential Revision: https://developer.blender.org/D6959
Diffstat (limited to 'source/blender/draw/engines/eevee')
-rw-r--r--source/blender/draw/engines/eevee/shaders/renderpass_postprocess_frag.glsl19
1 files changed, 11 insertions, 8 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/renderpass_postprocess_frag.glsl b/source/blender/draw/engines/eevee/shaders/renderpass_postprocess_frag.glsl
index 03520c55a85..b54974ce46a 100644
--- a/source/blender/draw/engines/eevee/shaders/renderpass_postprocess_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/renderpass_postprocess_frag.glsl
@@ -49,6 +49,7 @@ vec3 safe_divide_even_color(vec3 a, vec3 b)
void main()
{
+ vec3 color;
ivec2 texel = ivec2(gl_FragCoord.xy);
if (postProcessType == PASS_POST_DEPTH) {
@@ -59,7 +60,7 @@ void main()
else {
depth = -get_view_z_from_depth(depth);
}
- fragColor.r = depth;
+ color = vec3(depth);
}
else if (postProcessType == PASS_POST_AO) {
float ao_accum = texelFetch(inputBuffer, texel, 0).r;
@@ -73,33 +74,35 @@ void main()
if (depth != 1.0 && any(notEqual(encoded_normal, vec2(0.0)))) {
vec3 decoded_normal = normal_decode(texelFetch(inputBuffer, texel, 0).rg, vec3(0.0));
vec3 world_normal = mat3(ViewMatrixInverse) * decoded_normal;
- fragColor = vec4(world_normal, 1.0);
+ color = world_normal;
}
else {
- fragColor = vec4(0.0, 0.0, 0.0, 1.0);
+ color = vec3(0.0);
}
}
else if (postProcessType == PASS_POST_ACCUMULATED_VALUE) {
float accumulated_value = texelFetch(inputBuffer, texel, 0).r;
- fragColor = vec4(vec3(accumulated_value / currentSample), 1.0);
+ color = vec3(accumulated_value / currentSample);
}
else if (postProcessType == PASS_POST_ACCUMULATED_COLOR) {
vec3 accumulated_color = texelFetch(inputBuffer, texel, 0).rgb;
- fragColor = vec4(accumulated_color / currentSample, 1.0);
+ color = (accumulated_color / currentSample);
}
else if (postProcessType == PASS_POST_ACCUMULATED_LIGHT) {
vec3 accumulated_light = texelFetch(inputBuffer, texel, 0).rgb;
vec3 accumulated_color = texelFetch(inputColorBuffer, texel, 0).rgb;
- fragColor = vec4(safe_divide_even_color(accumulated_light, accumulated_color), 1.0);
+ color = safe_divide_even_color(accumulated_light, accumulated_color);
}
else if (postProcessType == PASS_POST_TWO_LIGHT_BUFFERS) {
vec3 accumulated_light = texelFetch(inputBuffer, texel, 0).rgb +
texelFetch(inputSecondLightBuffer, texel, 0).rgb;
vec3 accumulated_color = texelFetch(inputColorBuffer, texel, 0).rgb;
- fragColor = vec4(safe_divide_even_color(accumulated_light, accumulated_color), 1.0);
+ color = safe_divide_even_color(accumulated_light, accumulated_color);
}
else {
/* Output error color: Unknown how to post process this pass. */
- fragColor = vec4(1.0, 0.0, 1.0, 1.0);
+ color = vec3(1.0, 0.0, 1.0);
}
+
+ fragColor = vec4(color, 1.0);
}