Eevee: Fix T53095: Black cube on start and no material updates

This was caused by a not bound unused texture. Removing the texture usage fixes the problem.
This commit is contained in:
Clément Foucault 2017-10-25 10:31:29 +02:00
parent 0e7113df21
commit 8dab90915f
Notes: blender-bot 2023-09-08 04:55:43 +02:00
Referenced by issue #53095, Black cube on start and no material updates
2 changed files with 9 additions and 0 deletions

View File

@ -218,6 +218,7 @@ static struct GPUShader *eevee_effects_ssr_shader_get(int options)
}
else {
BLI_dynstr_appendf(ds_defines, "#define STEP_RAYTRACE\n");
BLI_dynstr_appendf(ds_defines, "#define PLANAR_PROBE_RAYTRACE\n");
}
if (options & SSR_FULL_TRACE) {
BLI_dynstr_appendf(ds_defines, "#define FULLRES\n");

View File

@ -10,19 +10,24 @@ uniform float borderFadeFactor;
float sample_depth(vec2 uv, int index, float lod)
{
#ifdef PLANAR_PROBE_RAYTRACE
if (index > -1) {
return textureLod(planarDepth, vec3(uv, index), 0.0).r;
}
else {
#endif
/* Correct UVs for mipmaping mis-alignment */
uv *= mipRatio[int(lod + 1.0)];
return textureLod(maxzBuffer, uv, lod).r;
#ifdef PLANAR_PROBE_RAYTRACE
}
#endif
}
vec4 sample_depth_grouped(vec4 uv1, vec4 uv2, int index, float lod)
{
vec4 depths;
#ifdef PLANAR_PROBE_RAYTRACE
if (index > -1) {
depths.x = textureLod(planarDepth, vec3(uv1.xy, index), 0.0).r;
depths.y = textureLod(planarDepth, vec3(uv1.zw, index), 0.0).r;
@ -30,11 +35,14 @@ vec4 sample_depth_grouped(vec4 uv1, vec4 uv2, int index, float lod)
depths.w = textureLod(planarDepth, vec3(uv2.zw, index), 0.0).r;
}
else {
#endif
depths.x = textureLod(maxzBuffer, uv1.xy, lod).r;
depths.y = textureLod(maxzBuffer, uv1.zw, lod).r;
depths.z = textureLod(maxzBuffer, uv2.xy, lod).r;
depths.w = textureLod(maxzBuffer, uv2.zw, lod).r;
#ifdef PLANAR_PROBE_RAYTRACE
}
#endif
return depths;
}