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authorkarroffel2018-02-07 11:56:52 +0100
committerHein-Pieter van Braam2018-02-21 22:10:28 +0100
commit327fea741a5dae2f1622ad8488b008d7b7f933be (patch)
treeb05e1c2c8cfe3262fba25a901eeaef4b5c30cb8c /modules/gdscript/gdscript_functions.h
parent317cb336eb548e6e202eca2e9b36455c01edfc33 (diff)
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using TIME in light shader enables uses_fragment_time
The GLES3 shader compiler performs certain checks to enable or disable the usage of certain uniform variables (and with that the set-up of UBOs). If the `TIME` variable gets used inside the `vertex` function then the renderer knows that it has to insert that value into the UBO. The same applies to the `fragment` function. The `light` function gets executed inside the fragment shader for every light source that is relevant to the current pixel. If the `TIME` variable gets used in that function then it needs to be present in the fragment-UBO. The check for this was missing, so if a shader uses `TIME` inside `light` but not inside `fragment` then the uniform will not actually be set up. (cherry picked from commit bb655856e2e8a4805d647369b5416afbc546949b)
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