From abc2cb24c94a88dd124209e57935321bc2a6b14d Mon Sep 17 00:00:00 2001 From: Christoph Neuhauser Date: Fri, 10 Oct 2025 19:11:46 +0200 Subject: [PATCH] Fix: EEVEE: Write to vertex shader outputs to avoid Intel linking errors eevee_geom_world_vert.glsl and eevee_geom_volume_vert.glsl do not support shadows, but the shader validation pipeline still compiles the shadow variant of these shaders. This results in the fragment shader reading from inputs that are not written to as vertex shader outputs. On the Intel Windows OpenGL driver, this leads to a shader linking failure. This PR avoids the issue by writing zeros to the interface variables when MAT_SHADOW is defined. Pull Request: https://projects.blender.org/blender/blender/pulls/147821 --- .../engines/eevee/shaders/eevee_geom_volume_vert.glsl | 10 ++++++++++ .../engines/eevee/shaders/eevee_geom_world_vert.glsl | 10 ++++++++++ 2 files changed, 20 insertions(+) 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 }