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Make the prepass shader compile when lightmaps are present. (#13402)
Commit 3f5a090b1b
added a reference to
`STANDARD_MATERIAL_FLAGS_BASE_COLOR_UV_BIT`, a nonexistent identifier,
in the alpha discard portion of the prepass shader. Moreover, the logic
didn't make sense to me. I think the code was trying to choose between
the two UV sets depending on which is present, so I made it do that.
I noticed this when trying Bistro with #13277. I'm not sure why this
issue didn't manifest itself before, but it's clearly a bug, so here's a
fix. We should probably merge this before 0.14.
This commit is contained in:
parent
a55e0e31e8
commit
846757cb38
1 changed files with 5 additions and 9 deletions
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@ -18,16 +18,12 @@ fn prepass_alpha_discard(in: VertexOutput) {
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var output_color: vec4<f32> = pbr_bindings::material.base_color;
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#ifdef VERTEX_UVS
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#ifdef VERTEX_UVS_A
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var uv = in.uv;
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#else
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#ifdef STANDARD_MATERIAL_BASE_COLOR_UV_B
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var uv = in.uv_b;
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#endif
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#ifdef VERTEX_UVS_B
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if ((pbr_bindings::material.flags & pbr_types::STANDARD_MATERIAL_FLAGS_BASE_COLOR_UV_BIT) != 0u) {
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uv = in.uv_b;
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}
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#endif
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#else // STANDARD_MATERIAL_BASE_COLOR_UV_B
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var uv = in.uv;
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#endif // STANDARD_MATERIAL_BASE_COLOR_UV_B
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let uv_transform = pbr_bindings::material.uv_transform;
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uv = (uv_transform * vec3(uv, 1.0)).xy;
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if (pbr_bindings::material.flags & pbr_types::STANDARD_MATERIAL_FLAGS_BASE_COLOR_TEXTURE_BIT) != 0u {
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