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author | reduz <reduzio@gmail.com> | 2021-02-05 00:02:06 -0300 |
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committer | reduz <reduzio@gmail.com> | 2021-02-05 00:02:06 -0300 |
commit | 33278b07219acfc1e37d4474c075fd6d5fce5ee7 (patch) | |
tree | f69163c91ee0b93d89166f8cbb13a04a9daae623 /servers/rendering/renderer_rd/shaders | |
parent | 779dc76130263e2cb57b301437efb8f50e419490 (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.glsl | 2 |
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) { |