Fix EEVEE-Next: SubSurfaceScattering: Invalid buffer format
This fixes issues on NVidia GPUs.
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@@ -127,5 +127,6 @@ void main(void)
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/* Put result in direct diffuse. */
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imageStore(out_direct_light_img, texel, vec4(accum_radiance, 0.0));
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/* Clear the indirect pass since its content has been merged and convolved with direct light. */
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imageStore(out_indirect_light_img, texel, vec4(0.0, 0.0, 0.0, 0.0));
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}
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@@ -12,7 +12,7 @@ GPU_SHADER_CREATE_INFO(eevee_subsurface_setup)
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.additional_info("draw_view", "eevee_shared", "eevee_gbuffer_data")
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.sampler(2, ImageType::DEPTH_2D, "depth_tx")
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.image(0, GPU_RGBA16F, Qualifier::READ, ImageType::FLOAT_2D, "direct_light_img")
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.image(1, GPU_RGBA16F, Qualifier::READ, ImageType::FLOAT_2D, "indirect_light_img")
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.image(1, RAYTRACE_RADIANCE_FORMAT, Qualifier::READ, ImageType::FLOAT_2D, "indirect_light_img")
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.image(2, SUBSURFACE_OBJECT_ID_FORMAT, Qualifier::WRITE, ImageType::UINT_2D, "object_id_img")
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.image(3, SUBSURFACE_RADIANCE_FORMAT, Qualifier::WRITE, ImageType::FLOAT_2D, "radiance_img")
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.storage_buf(0, Qualifier::WRITE, "uint", "convolve_tile_buf[]")
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@@ -28,5 +28,9 @@ GPU_SHADER_CREATE_INFO(eevee_subsurface_convolve)
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.sampler(4, ImageType::UINT_2D, "object_id_tx")
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.storage_buf(0, Qualifier::READ, "uint", "tiles_coord_buf[]")
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.image(0, GPU_RGBA16F, Qualifier::WRITE, ImageType::FLOAT_2D, "out_direct_light_img")
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.image(1, GPU_RGBA16F, Qualifier::WRITE, ImageType::FLOAT_2D, "out_indirect_light_img")
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.image(1,
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RAYTRACE_RADIANCE_FORMAT,
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Qualifier::WRITE,
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ImageType::FLOAT_2D,
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"out_indirect_light_img")
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.compute_source("eevee_subsurface_convolve_comp.glsl");
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