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 bffd8f6b165..5a8e9cb2d15 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 @@ -28,4 +28,14 @@ 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. */ +# ifdef SHADOW_UPDATE_ATOMIC_RASTER + shadow_iface.shadow_view_id = 0; +# endif + 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 a9ab71bad4e..c4b0003a65a 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 @@ -29,4 +29,14 @@ 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. */ +# ifdef SHADOW_UPDATE_ATOMIC_RASTER + shadow_iface.shadow_view_id = 0; +# endif + shadow_clip.position = float3(0); + shadow_clip.vector = float3(0); +#endif }