Cleanup: EEVEE-Next: Add pipeline defines
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@@ -394,10 +394,6 @@ void ShaderModule::material_create_info_ammend(GPUMaterial *gpumat, GPUCodegenOu
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}
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}
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if (pipeline_type == MAT_PIPE_PREPASS_FORWARD) {
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info.define("MAT_FORWARD");
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}
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bool supports_render_passes = (pipeline_type == MAT_PIPE_DEFERRED);
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/* Opaque forward do support AOVs and render pass if not using transparency. */
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if (!GPU_material_flag_get(gpumat, GPU_MATFLAG_TRANSPARENT) &&
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@@ -149,6 +149,7 @@ GPU_SHADER_CREATE_INFO(eevee_cryptomatte_out)
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.image_out(RBUFS_CRYPTOMATTE_SLOT, Qualifier::WRITE, GPU_RGBA32F, "rp_cryptomatte_img");
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GPU_SHADER_CREATE_INFO(eevee_surf_deferred)
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.define("MAT_DEFERRED")
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/* NOTE: This removes the possibility of using gl_FragDepth. */
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.early_fragment_test(true)
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/* Direct output. (Emissive, Holdout) */
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@@ -170,6 +171,7 @@ GPU_SHADER_CREATE_INFO(eevee_surf_deferred)
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"eevee_hiz_data");
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GPU_SHADER_CREATE_INFO(eevee_surf_forward)
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.define("MAT_FORWARD")
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/* Early fragment test is needed for render passes support for forward surfaces. */
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/* NOTE: This removes the possibility of using gl_FragDepth. */
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.early_fragment_test(true)
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