EEVEE-Next: Fix shader compilation error.
This fixes a compilation error in eevee_light_culling_debug shader. Some compilers complained when accessing the same data twice. Unclear why. We should investigate that this change doesn't harm the performance of the shader. Although the light is a local variable it might clutter available registers. If so it will harm developers during debugging.
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@@ -36,7 +36,7 @@ void main()
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vec3 L;
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float dist;
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light_vector_get(light, P, L, dist);
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if (light_attenuation(light_buf[l_idx], L, dist) > 0.0) {
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if (light_attenuation(light, L, dist) > 0.0) {
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light_nocull |= 1u << l_idx;
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}
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}
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