Fix: EEVEE-Next: Compilation error
Caused by accidentally merging two comflicting PRs that had no merge conflict.
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@@ -779,9 +779,14 @@ static bool can_use_default_cb(GPUMaterial *mat)
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eMaterialPipeline pipeline_type;
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eMaterialGeometry geometry_type;
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eMaterialDisplacement displacement_type;
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eMaterialThickness thickness_type;
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bool transparent_shadows;
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material_type_from_shader_uuid(
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shader_uuid, pipeline_type, geometry_type, displacement_type, transparent_shadows);
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material_type_from_shader_uuid(shader_uuid,
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pipeline_type,
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geometry_type,
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displacement_type,
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thickness_type,
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transparent_shadows);
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bool is_shadow_pass = pipeline_type == eMaterialPipeline::MAT_PIPE_SHADOW;
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bool is_prepass = ELEM(pipeline_type,
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@@ -833,9 +838,10 @@ GPUMaterial *ShaderModule::material_shader_get(::Material *blender_mat,
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bool is_volume = ELEM(pipeline_type, MAT_PIPE_VOLUME_MATERIAL, MAT_PIPE_VOLUME_OCCUPANCY);
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eMaterialDisplacement displacement_type = to_displacement_type(blender_mat->displacement_method);
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eMaterialThickness thickness_type = to_thickness_type(blender_mat->thickness_mode);
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uint64_t shader_uuid = shader_uuid_from_material_type(
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pipeline_type, geometry_type, displacement_type, blender_mat->blend_flag);
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pipeline_type, geometry_type, displacement_type, thickness_type, blender_mat->blend_flag);
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GPUMaterial *mat = DRW_shader_from_material(blender_mat,
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nodetree,
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