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| author | karroffel | 2018-02-07 11:56:52 +0100 |
|---|---|---|
| committer | Hein-Pieter van Braam | 2018-02-21 22:10:28 +0100 |
| commit | 327fea741a5dae2f1622ad8488b008d7b7f933be (patch) | |
| tree | b05e1c2c8cfe3262fba25a901eeaef4b5c30cb8c /modules/gdscript/gdscript_functions.h | |
| parent | 317cb336eb548e6e202eca2e9b36455c01edfc33 (diff) | |
| download | godot-327fea741a5dae2f1622ad8488b008d7b7f933be.tar.gz godot-327fea741a5dae2f1622ad8488b008d7b7f933be.tar.zst godot-327fea741a5dae2f1622ad8488b008d7b7f933be.zip | |
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)
Diffstat (limited to 'modules/gdscript/gdscript_functions.h')
0 files changed, 0 insertions, 0 deletions
