From 26b699a105acf47a66f14fe40539b471b409ecc0 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Cl=C3=A9ment=20Foucault?= Date: Wed, 28 Jun 2017 18:28:52 +0200 Subject: [PATCH] Eevee: Fix shader linking error. --- source/blender/draw/engines/eevee/shaders/lightprobe_geom.glsl | 1 + 1 file changed, 1 insertion(+) diff --git a/source/blender/draw/engines/eevee/shaders/lightprobe_geom.glsl b/source/blender/draw/engines/eevee/shaders/lightprobe_geom.glsl index ee5983d523a..e057e91eaef 100644 --- a/source/blender/draw/engines/eevee/shaders/lightprobe_geom.glsl +++ b/source/blender/draw/engines/eevee/shaders/lightprobe_geom.glsl @@ -10,6 +10,7 @@ flat in int face[]; out vec3 worldPosition; out vec3 viewPosition; /* Required. otherwise generate linking error. */ out vec3 worldNormal; /* Required. otherwise generate linking error. */ +out vec3 viewNormal; /* Required. otherwise generate linking error. */ const vec3 maj_axes[6] = vec3[6](vec3(1.0, 0.0, 0.0), vec3(-1.0, 0.0, 0.0), vec3(0.0, 1.0, 0.0), vec3(0.0, -1.0, 0.0), vec3( 0.0, 0.0, 1.0), vec3( 0.0, 0.0, -1.0)); const vec3 x_axis[6] = vec3[6](vec3(0.0, 0.0, -1.0), vec3( 0.0, 0.0, 1.0), vec3(1.0, 0.0, 0.0), vec3(1.0, 0.0, 0.0), vec3( 1.0, 0.0, 0.0), vec3(-1.0, 0.0, 0.0));