Fix: EEVEE-Next: Workaround for Nvidia shader compiler
Using the previously computed L breaks shadows on reflection probes, even if the value should be the same. Pull Request: https://projects.blender.org/blender/blender/pulls/119219
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@@ -472,6 +472,12 @@ vec3 shadow_pcf_offset(LightData light, const bool is_directional, vec3 P, vec3
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/* Project the offset position into the surface */
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#ifdef GPU_NVIDIA
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/* Workaround for a bug in the Nvidia shader compiler.
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* If we don't compute L here again, it breaks shadows on reflection probes. */
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L = light_vector_get(light, is_directional, P).L;
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#endif
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if (abs(dot(Ng, L)) > 0.999) {
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return ws_offset;
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}
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