Fix crash when compiling renderpass shader on some AMD drivers

Differential Revision: https://developer.blender.org/D6959
This commit is contained in:
Germano Cavalcante 2020-03-02 10:33:29 -03:00
parent 847c091ae8
commit 9c4523b1fd
Notes: blender-bot 2023-05-29 09:17:12 +02:00
Referenced by issue #74431, Eevee Ambient Occlusion Pass not working
Referenced by issue #74274, Blender 2.82a proposed revisions
Referenced by issue #74174, Eevee: Crash upon opening material properties
1 changed files with 11 additions and 8 deletions

View File

@ -49,6 +49,7 @@ vec3 safe_divide_even_color(vec3 a, vec3 b)
void main()
{
vec3 color;
ivec2 texel = ivec2(gl_FragCoord.xy);
if (postProcessType == PASS_POST_DEPTH) {
@ -59,7 +60,7 @@ void main()
else {
depth = -get_view_z_from_depth(depth);
}
fragColor.r = depth;
color = vec3(depth);
}
else if (postProcessType == PASS_POST_AO) {
float ao_accum = texelFetch(inputBuffer, texel, 0).r;
@ -73,33 +74,35 @@ void main()
if (depth != 1.0 && any(notEqual(encoded_normal, vec2(0.0)))) {
vec3 decoded_normal = normal_decode(texelFetch(inputBuffer, texel, 0).rg, vec3(0.0));
vec3 world_normal = mat3(ViewMatrixInverse) * decoded_normal;
fragColor = vec4(world_normal, 1.0);
color = world_normal;
}
else {
fragColor = vec4(0.0, 0.0, 0.0, 1.0);
color = vec3(0.0);
}
}
else if (postProcessType == PASS_POST_ACCUMULATED_VALUE) {
float accumulated_value = texelFetch(inputBuffer, texel, 0).r;
fragColor = vec4(vec3(accumulated_value / currentSample), 1.0);
color = vec3(accumulated_value / currentSample);
}
else if (postProcessType == PASS_POST_ACCUMULATED_COLOR) {
vec3 accumulated_color = texelFetch(inputBuffer, texel, 0).rgb;
fragColor = vec4(accumulated_color / currentSample, 1.0);
color = (accumulated_color / currentSample);
}
else if (postProcessType == PASS_POST_ACCUMULATED_LIGHT) {
vec3 accumulated_light = texelFetch(inputBuffer, texel, 0).rgb;
vec3 accumulated_color = texelFetch(inputColorBuffer, texel, 0).rgb;
fragColor = vec4(safe_divide_even_color(accumulated_light, accumulated_color), 1.0);
color = safe_divide_even_color(accumulated_light, accumulated_color);
}
else if (postProcessType == PASS_POST_TWO_LIGHT_BUFFERS) {
vec3 accumulated_light = texelFetch(inputBuffer, texel, 0).rgb +
texelFetch(inputSecondLightBuffer, texel, 0).rgb;
vec3 accumulated_color = texelFetch(inputColorBuffer, texel, 0).rgb;
fragColor = vec4(safe_divide_even_color(accumulated_light, accumulated_color), 1.0);
color = safe_divide_even_color(accumulated_light, accumulated_color);
}
else {
/* Output error color: Unknown how to post process this pass. */
fragColor = vec4(1.0, 0.0, 1.0, 1.0);
color = vec3(1.0, 0.0, 1.0);
}
fragColor = vec4(color, 1.0);
}