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author | Jason Fielder <jason_apple> | 2022-03-30 20:47:59 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2022-03-30 20:53:22 +0300 |
commit | 49bc640b76c77a19e523cd1843585a0c6b21e82f (patch) | |
tree | c3446aaa594ac467a76a2e5af5dd86ba886b4aba /source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl | |
parent | 7c9e128bbfb37d70799f8867d93992ee3f522242 (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/workbench/shaders/workbench_prepass_frag.glsl')
-rw-r--r-- | source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl index 1b20171b3ff..82fa65449eb 100644 --- a/source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl +++ b/source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl @@ -7,7 +7,7 @@ void main() { normalData = workbench_normal_encode(gl_FrontFacing, normal_interp); - materialData = vec4(color_interp, workbench_float_pair_encode(roughness, metallic)); + materialData = vec4(color_interp, workbench_float_pair_encode(_roughness, metallic)); objectId = uint(object_id); |