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authorreduz <reduzio@gmail.com>2021-02-05 00:02:06 -0300
committerreduz <reduzio@gmail.com>2021-02-05 00:02:06 -0300
commit33278b07219acfc1e37d4474c075fd6d5fce5ee7 (patch)
treef69163c91ee0b93d89166f8cbb13a04a9daae623 /servers/rendering/renderer_rd/shaders
parent779dc76130263e2cb57b301437efb8f50e419490 (diff)
Fixes to get Godot running again on Intel IGP
-Fixed strange bug with shadowed instance_param (this should not have worked anywhere, odd..) -Cleaned up barrier usage further.
Diffstat (limited to 'servers/rendering/renderer_rd/shaders')
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward.glsl2
1 files changed, 1 insertions, 1 deletions
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward.glsl b/servers/rendering/renderer_rd/shaders/scene_forward.glsl
index 4286ef462c..83e2ae9cbd 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward.glsl
@@ -111,7 +111,7 @@ void main() {
color_interp = color_attrib;
#endif
- uint instance_index = draw_call.instance_index;
+ instance_index = draw_call.instance_index;
bool is_multimesh = bool(instances.data[instance_index].flags & INSTANCE_FLAGS_MULTIMESH);
if (!is_multimesh) {