Merge pull request #118318 from clayjohn/compatibility-sky-shader-error
Fix compile errors in sky shader in the compatibility renderer
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@@ -72,6 +72,22 @@ directional_lights;
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#define DIRECTIONAL_LIGHT_ENABLED uint(1 << 0)
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// mat4 is a waste of space, but we don't have an easy way to set a mat3 uniform for now
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uniform mat4 orientation;
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uniform vec4 projection;
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uniform vec3 position;
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uniform float time;
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uniform float sky_energy_multiplier;
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uniform float luminance_multiplier;
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uniform float fog_aerial_perspective;
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uniform vec4 fog_light_color;
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uniform float fog_sun_scatter;
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uniform bool fog_enabled;
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uniform float fog_density;
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uniform float fog_sky_affect;
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uniform uint directional_light_count;
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/* clang-format off */
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#ifdef MATERIAL_UNIFORMS_USED
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@@ -102,22 +118,6 @@ layout(std140) uniform MaterialUniforms{ //ubo:3
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#define AT_QUARTER_RES_PASS false
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#endif
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// mat4 is a waste of space, but we don't have an easy way to set a mat3 uniform for now
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uniform mat4 orientation;
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uniform vec4 projection;
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uniform vec3 position;
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uniform float time;
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uniform float sky_energy_multiplier;
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uniform float luminance_multiplier;
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uniform float fog_aerial_perspective;
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uniform vec4 fog_light_color;
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uniform float fog_sun_scatter;
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uniform bool fog_enabled;
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uniform float fog_density;
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uniform float fog_sky_affect;
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uniform uint directional_light_count;
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#ifdef USE_MULTIVIEW
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layout(std140) uniform MultiviewData { // ubo:11
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highp mat4 projection_matrix_view[MAX_VIEWS];
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@@ -218,24 +218,24 @@ void main() {
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#ifdef USE_CUBEMAP_PASS
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#ifdef USES_HALF_RES_COLOR
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half_res_color = texture(samplerCube(half_res, SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), cube_normal);
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half_res_color = texture(half_res, cube_normal);
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#endif
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#ifdef USES_QUARTER_RES_COLOR
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quarter_res_color = texture(samplerCube(quarter_res, SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), cube_normal);
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quarter_res_color = texture(quarter_res, cube_normal);
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#endif
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#else
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#ifdef USES_HALF_RES_COLOR
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#ifdef USE_MULTIVIEW
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half_res_color = textureLod(sampler2DArray(half_res, SAMPLER_LINEAR_CLAMP), vec3(uv, ViewIndex), 0.0);
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half_res_color = textureLod(half_res, vec3(uv, ViewIndex), 0.0);
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#else
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half_res_color = textureLod(sampler2D(half_res, SAMPLER_LINEAR_CLAMP), uv, 0.0);
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half_res_color = textureLod(half_res, uv, 0.0);
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#endif
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#endif
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#ifdef USES_QUARTER_RES_COLOR
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#ifdef USE_MULTIVIEW
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quarter_res_color = textureLod(sampler2DArray(quarter_res, SAMPLER_LINEAR_CLAMP), vec3(uv, ViewIndex), 0.0);
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quarter_res_color = textureLod(quarter_res, vec3(uv, ViewIndex), 0.0);
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#else
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quarter_res_color = textureLod(sampler2D(quarter_res, SAMPLER_LINEAR_CLAMP), uv, 0.0);
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quarter_res_color = textureLod(quarter_res, uv, 0.0);
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#endif
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#endif
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#endif
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