Fix: EEVEE-Next: Fix shader compilation on Metal
This commit is contained in:
parent
d64542bfd9
commit
715eb4d88e
|
@ -128,7 +128,7 @@ void init_interface()
|
|||
#endif
|
||||
}
|
||||
|
||||
#ifdef GPU_VERTEX_SHADER
|
||||
#if defined(GPU_VERTEX_SHADER) && defined(MAT_SHADOW)
|
||||
void shadow_viewport_layer_set(int view_id, int lod)
|
||||
{
|
||||
/* We still render to a layered frame-buffer in the case of Metal + Tile Based Renderer.
|
||||
|
@ -139,7 +139,7 @@ void shadow_viewport_layer_set(int view_id, int lod)
|
|||
}
|
||||
#endif
|
||||
|
||||
#ifdef GPU_FRAGMENT_SHADER
|
||||
#if defined(GPU_FRAGMENT_SHADER) && defined(MAT_SHADOW)
|
||||
int shadow_view_id_get()
|
||||
{
|
||||
return gpu_Layer;
|
||||
|
|
Loading…
Reference in New Issue