From 7b5dfdf759b151812f4412c0c409a2fadd409b12 Mon Sep 17 00:00:00 2001 From: Christoph Neuhauser Date: Fri, 10 Oct 2025 17:23:05 +0200 Subject: [PATCH] Revert "Fix: EEVEE: Write to vertex shader outputs to avoid Intel linking errors" This reverts commit 16ad7524a7531a4210e4b76ff2b61f8dad11e4ae. The commit was accidentally pushed to the upstream branch instead of a fork branch. --- .../engines/eevee/shaders/eevee_geom_volume_vert.glsl | 8 -------- .../draw/engines/eevee/shaders/eevee_geom_world_vert.glsl | 8 -------- 2 files changed, 16 deletions(-) diff --git a/source/blender/draw/engines/eevee/shaders/eevee_geom_volume_vert.glsl b/source/blender/draw/engines/eevee/shaders/eevee_geom_volume_vert.glsl index 6e96373fc00..bffd8f6b165 100644 --- a/source/blender/draw/engines/eevee/shaders/eevee_geom_volume_vert.glsl +++ b/source/blender/draw/engines/eevee/shaders/eevee_geom_volume_vert.glsl @@ -28,12 +28,4 @@ void main() interp.P = drw_point_object_to_world(lP); gl_Position = reverse_z::transform(drw_point_world_to_homogenous(interp.P)); - -#ifdef MAT_SHADOW - /* Volumes currently do not support shadow. But the shader validation pipeline still compiles the - * shadow variant of this shader. Avoid linking error on Intel Windows drivers. */ - shadow_iface.shadow_view_id = 0; - shadow_clip.position = float3(0); - shadow_clip.vector = float3(0); -#endif } diff --git a/source/blender/draw/engines/eevee/shaders/eevee_geom_world_vert.glsl b/source/blender/draw/engines/eevee/shaders/eevee_geom_world_vert.glsl index 428b9486f45..a9ab71bad4e 100644 --- a/source/blender/draw/engines/eevee/shaders/eevee_geom_world_vert.glsl +++ b/source/blender/draw/engines/eevee/shaders/eevee_geom_world_vert.glsl @@ -29,12 +29,4 @@ void main() interp.N = float3(1); gl_Position = reverse_z::transform(gl_Position); - -#ifdef MAT_SHADOW - /* This shader currently does not support shadow. But the shader validation pipeline still - * compiles the shadow variant of this shader. Avoid linking error on Intel Windows drivers. */ - shadow_iface.shadow_view_id = 0; - shadow_clip.position = float3(0); - shadow_clip.vector = float3(0); -#endif }