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authorBrecht Van Lommel <brechtvanlommel@gmail.com>2017-08-15 18:52:58 +0300
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2017-08-15 19:52:25 +0300
commitb68b26c265d0984da08773196c0d673881fd6c13 (patch)
tree68eccc4dd93aff57942913c7df000e3c49d088aa /source/blender
parent84d33023ab4dea1424165a293d0fb8fd5f06c3da (diff)
Attempt to fix GLSL errors on Blender startup.
I couldn't reproduce either, but calling min() with different argument data types and indexing vectors with an index not known at compile time seem likely to cause problems. Ref T52404, T52404.
Diffstat (limited to 'source/blender')
-rw-r--r--source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl2
-rw-r--r--source/blender/draw/modes/shaders/object_particle_prim_vert.glsl14
2 files changed, 9 insertions, 7 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl b/source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl
index 6dc02d26321..97f27ea96d6 100644
--- a/source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl
@@ -55,7 +55,7 @@ void get_max_horizon_grouped(vec4 co1, vec4 co2, vec3 x, float lod, inout float
}
#define MAX_ITER 16
-#define MAX_LOD 6
+#define MAX_LOD 6.0
#define QUALITY 0.75
vec2 search_horizon_sweep(vec2 t_phi, vec3 pos, vec2 uvs, float jitter, vec2 max_dir)
{
diff --git a/source/blender/draw/modes/shaders/object_particle_prim_vert.glsl b/source/blender/draw/modes/shaders/object_particle_prim_vert.glsl
index a950a9b86ba..54ae319307a 100644
--- a/source/blender/draw/modes/shaders/object_particle_prim_vert.glsl
+++ b/source/blender/draw/modes/shaders/object_particle_prim_vert.glsl
@@ -39,16 +39,18 @@ void main()
}
#ifdef USE_AXIS
- finalColor.rgb = vec3(0.0);
- finalColor[axis] = 1.0;
+ if (axis == 0)
+ finalColor = vec4(1.0, 0.0, 0.0, 1.0);
+ else if (axis == 1)
+ finalColor = vec4(0.0, 1.0, 0.0, 1.0);
+ else
+ finalColor = vec4(0.0, 0.0, 1.0, 1.0);
#else
if (val < 0.0) {
- finalColor.rgb = color;
+ finalColor = vec4(color, 1.0);
}
else {
- finalColor.rgb = texture(ramp, val).rgb;
+ finalColor = vec4(texture(ramp, val).rgb, 1.0);
}
#endif
-
- finalColor.a = 1.0;
}