327fea741a
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
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alsa | ||
convex_decomp | ||
coreaudio | ||
dummy | ||
gl_context | ||
gles3 | ||
png | ||
pulseaudio | ||
rtaudio | ||
unix | ||
wasapi | ||
windows | ||
xaudio2 | ||
zlib | ||
register_driver_types.cpp | ||
register_driver_types.h | ||
SCsub |