EEVEE-Next: Fix Pointshader Requirements
The Metal and Vulkan backend checks if the vertex shader uses `gl_PointSize` in order to set the correct parameters for point rendering. The `eevee_deferred_tile_compact` shader uses point rendering, but is only used as dummy geometry. The vertex shader ignored the incoming input data, but didn't set the `gl_PointSize` which generated incorrect shader pipelines. It was detected on Vulkan, but Metal uses a similar workaround. Pull Request: https://projects.blender.org/blender/blender/pulls/116463
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@ -11,8 +11,10 @@
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void main()
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{
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/* Doesn't matter. Doesn't get rasterized. */
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/* Doesn't matter. Doesn't get rasterized.
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* gl_PointSize set for Metal/Vulkan backend compatibility. */
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gl_Position = vec4(0.0);
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gl_PointSize = 0.0;
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int tile_per_row = textureSize(tile_mask_tx, 0).x;
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ivec2 tile_coord = ivec2(gl_VertexID % tile_per_row, gl_VertexID / tile_per_row);
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