From 79dfd2eb7b01cf3c6efc49d368b10f4769d4a97d Mon Sep 17 00:00:00 2001 From: Jeroen Bakker Date: Mon, 22 Aug 2022 10:44:46 +0200 Subject: EEVEE-Next: Fix shader compilation error. This fixes a compilation error in eevee_light_culling_debug shader. Some compilers complained when accessing the same data twice. Unclear why. We should investigate that this change doesn't harm the performance of the shader. Although the light is a local variable it might clutter available registers. If so it will harm developers during debugging. --- .../draw/engines/eevee_next/shaders/eevee_light_culling_debug_frag.glsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'source/blender/draw') diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_light_culling_debug_frag.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_light_culling_debug_frag.glsl index 9d231c6bd37..eefc024d0b8 100644 --- a/source/blender/draw/engines/eevee_next/shaders/eevee_light_culling_debug_frag.glsl +++ b/source/blender/draw/engines/eevee_next/shaders/eevee_light_culling_debug_frag.glsl @@ -36,7 +36,7 @@ void main() vec3 L; float dist; light_vector_get(light, P, L, dist); - if (light_attenuation(light_buf[l_idx], L, dist) > 0.0) { + if (light_attenuation(light, L, dist) > 0.0) { light_nocull |= 1u << l_idx; } } -- cgit v1.2.3