Fix: EEVEE-Next: Metal shader compilation
Pull Request: https://projects.blender.org/blender/blender/pulls/116310
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@@ -1478,9 +1478,9 @@ BLI_STATIC_ASSERT_ALIGN(UniformData, 16)
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#if !defined(__cplusplus) || defined(GPU_SHADER)
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# if defined(GPU_FRAGMENT_SHADER)
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# define UTIL_TEXEL vec2(gl_FragCoord)
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# define UTIL_TEXEL vec2(gl_FragCoord.xy)
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# elif defined(GPU_COMPUTE_SHADER)
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# define UTIL_TEXEL vec2(gl_GlobalInvocationID)
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# define UTIL_TEXEL vec2(gl_GlobalInvocationID.xy)
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# else
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# define UTIL_TEXEL vec2(gl_VertexID, 0)
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# endif
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@@ -216,14 +216,6 @@ struct LightProbeSample {
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int spherical_id;
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};
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# if defined(GPU_FRAGMENT_SHADER)
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# define UTIL_TEXEL vec2(gl_FragCoord)
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# elif defined(GPU_COMPUTE_SHADER)
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# define UTIL_TEXEL vec2(gl_GlobalInvocationID)
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# else
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# define UTIL_TEXEL vec2(gl_VertexID, 0)
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# endif
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/**
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* Return cached light-probe data at P.
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* Ng and V are use for biases.
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