Fix: EEVEE-Next: Metal shader compilation

Pull Request: https://projects.blender.org/blender/blender/pulls/116310
This commit is contained in:
Miguel Pozo
2023-12-18 20:50:31 +01:00
parent c106066900
commit 25102af766
2 changed files with 2 additions and 10 deletions

View File

@@ -1478,9 +1478,9 @@ BLI_STATIC_ASSERT_ALIGN(UniformData, 16)
#if !defined(__cplusplus) || defined(GPU_SHADER)
# if defined(GPU_FRAGMENT_SHADER)
# define UTIL_TEXEL vec2(gl_FragCoord)
# define UTIL_TEXEL vec2(gl_FragCoord.xy)
# elif defined(GPU_COMPUTE_SHADER)
# define UTIL_TEXEL vec2(gl_GlobalInvocationID)
# define UTIL_TEXEL vec2(gl_GlobalInvocationID.xy)
# else
# define UTIL_TEXEL vec2(gl_VertexID, 0)
# endif

View File

@@ -216,14 +216,6 @@ struct LightProbeSample {
int spherical_id;
};
# if defined(GPU_FRAGMENT_SHADER)
# define UTIL_TEXEL vec2(gl_FragCoord)
# elif defined(GPU_COMPUTE_SHADER)
# define UTIL_TEXEL vec2(gl_GlobalInvocationID)
# else
# define UTIL_TEXEL vec2(gl_VertexID, 0)
# endif
/**
* Return cached light-probe data at P.
* Ng and V are use for biases.