From ce783689f800732d036240fb0e4e98b647bb9ea8 Mon Sep 17 00:00:00 2001 From: reduz Date: Sat, 12 Jun 2021 21:40:51 -0300 Subject: Make shader compiler again after roughness limiter fix Fix shader compilation error after merging #49549 --- servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl index 945926d43d..ce02d5c4d0 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl @@ -850,7 +850,7 @@ void main() { if (scene_data.roughness_limiter_enabled) { //http://www.jp.square-enix.com/tech/library/pdf/ImprovedGeometricSpecularAA.pdf float roughness2 = roughness * roughness; - vec2 dndu = dFdx(normal), dndv = dFdy(normal); + vec3 dndu = dFdx(normal), dndv = dFdy(normal); float variance = scene_data.roughness_limiter_amount * (dot(dndu, dndu) + dot(dndv, dndv)); float kernelRoughness2 = min(2.0 * variance, scene_data.roughness_limiter_limit); //limit effect float filteredRoughness2 = min(1.0, roughness2 + kernelRoughness2); -- cgit v1.2.3