forked from blender/blender
me-main #1
@ -260,7 +260,7 @@ void ShadowPass::ShadowView::compute_visibility(ObjectBoundsBuf &bounds,
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GPU_shader_uniform_1b(shader, "force_fail_method", force_fail_method_);
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GPU_shader_uniform_1b(shader, "force_fail_method", force_fail_method_);
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GPU_shader_uniform_3fv(shader, "shadow_direction", light_direction_);
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GPU_shader_uniform_3fv(shader, "shadow_direction", light_direction_);
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GPU_uniformbuf_bind(extruded_frustum_,
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GPU_uniformbuf_bind(extruded_frustum_,
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GPU_shader_get_uniform_block(shader, "extruded_frustum"));
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GPU_shader_get_uniform_block_binding(shader, "extruded_frustum"));
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GPU_storagebuf_bind(bounds, GPU_shader_get_ssbo(shader, "bounds_buf"));
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GPU_storagebuf_bind(bounds, GPU_shader_get_ssbo(shader, "bounds_buf"));
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if (current_pass_type_ == ShadowPass::FORCED_FAIL) {
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if (current_pass_type_ == ShadowPass::FORCED_FAIL) {
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GPU_storagebuf_bind(visibility_buf_, GPU_shader_get_ssbo(shader, "visibility_buf"));
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GPU_storagebuf_bind(visibility_buf_, GPU_shader_get_ssbo(shader, "visibility_buf"));
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