Fix: EEVEE-Next: Compilation error

Caused by accidentally merging two comflicting
PRs that had no merge conflict.
This commit is contained in:
Clément Foucault
2024-04-30 20:40:48 +02:00
parent 303f91a09c
commit 643f4eaedf

View File

@@ -779,9 +779,14 @@ static bool can_use_default_cb(GPUMaterial *mat)
eMaterialPipeline pipeline_type;
eMaterialGeometry geometry_type;
eMaterialDisplacement displacement_type;
eMaterialThickness thickness_type;
bool transparent_shadows;
material_type_from_shader_uuid(
shader_uuid, pipeline_type, geometry_type, displacement_type, transparent_shadows);
material_type_from_shader_uuid(shader_uuid,
pipeline_type,
geometry_type,
displacement_type,
thickness_type,
transparent_shadows);
bool is_shadow_pass = pipeline_type == eMaterialPipeline::MAT_PIPE_SHADOW;
bool is_prepass = ELEM(pipeline_type,
@@ -833,9 +838,10 @@ GPUMaterial *ShaderModule::material_shader_get(::Material *blender_mat,
bool is_volume = ELEM(pipeline_type, MAT_PIPE_VOLUME_MATERIAL, MAT_PIPE_VOLUME_OCCUPANCY);
eMaterialDisplacement displacement_type = to_displacement_type(blender_mat->displacement_method);
eMaterialThickness thickness_type = to_thickness_type(blender_mat->thickness_mode);
uint64_t shader_uuid = shader_uuid_from_material_type(
pipeline_type, geometry_type, displacement_type, blender_mat->blend_flag);
pipeline_type, geometry_type, displacement_type, thickness_type, blender_mat->blend_flag);
GPUMaterial *mat = DRW_shader_from_material(blender_mat,
nodetree,