Fix Mobile renderer shader instance uniform access

This commit is contained in:
bitsawer 2023-10-15 18:09:54 +03:00
parent a574c0296b
commit f0a178cbdb

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@ -621,7 +621,7 @@ void SceneShaderForwardMobile::init(const String p_defines) {
actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP; actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP;
actions.default_repeat = ShaderLanguage::REPEAT_ENABLE; actions.default_repeat = ShaderLanguage::REPEAT_ENABLE;
actions.global_buffer_array_variable = "global_shader_uniforms.data"; actions.global_buffer_array_variable = "global_shader_uniforms.data";
actions.instance_uniform_index_variable = "instances.data[instance_index].instance_uniforms_ofs"; actions.instance_uniform_index_variable = "instances.data[draw_call.instance_index].instance_uniforms_ofs";
actions.apply_luminance_multiplier = true; // apply luminance multiplier to screen texture actions.apply_luminance_multiplier = true; // apply luminance multiplier to screen texture
actions.check_multiview_samplers = RendererCompositorRD::get_singleton()->is_xr_enabled(); // Make sure we check sampling multiview textures. actions.check_multiview_samplers = RendererCompositorRD::get_singleton()->is_xr_enabled(); // Make sure we check sampling multiview textures.