diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_surf_shadow_frag.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_surf_shadow_frag.glsl index ba78cbcd6f0..61429f6da53 100644 --- a/source/blender/draw/engines/eevee_next/shaders/eevee_surf_shadow_frag.glsl +++ b/source/blender/draw/engines/eevee_next/shaders/eevee_surf_shadow_frag.glsl @@ -19,6 +19,11 @@ #pragma BLENDER_REQUIRE(eevee_sampling_lib.glsl) #pragma BLENDER_REQUIRE(eevee_shadow_tilemap_lib.glsl) +vec4 closure_to_rgba(Closure cl) +{ + return vec4(0.0); +} + void main() { #ifdef MAT_TRANSPARENT diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_surf_world_frag.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_surf_world_frag.glsl index 6c845ebde2a..f8b5e7cd9bf 100644 --- a/source/blender/draw/engines/eevee_next/shaders/eevee_surf_world_frag.glsl +++ b/source/blender/draw/engines/eevee_next/shaders/eevee_surf_world_frag.glsl @@ -14,6 +14,11 @@ #pragma BLENDER_REQUIRE(eevee_nodetree_lib.glsl) #pragma BLENDER_REQUIRE(eevee_colorspace_lib.glsl) +vec4 closure_to_rgba(Closure cl) +{ + return vec4(0.0); +} + void main() { /* Clear AOVs first. In case the material renders to them. */