From 9b4e07f8662cdc056589fe05dafde3425f408346 Mon Sep 17 00:00:00 2001 From: JFonS Date: Wed, 22 Jun 2022 11:58:50 +0200 Subject: [PATCH] Workaround MoltenVK shader conversion error --- .../renderer_rd/shaders/scene_forward_mobile.glsl | 7 ++++--- 1 file changed, 4 insertions(+), 3 deletions(-) diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl index cd94908c318..26d0de46c24 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl @@ -114,9 +114,9 @@ invariant gl_Position; #GLOBALS -void main() { - SceneData scene_data = scene_data_block.data; +#define scene_data scene_data_block.data +void main() { vec4 instance_custom = vec4(0.0); #if defined(COLOR_USED) color_interp = color_attrib; @@ -576,13 +576,14 @@ vec4 fog_process(vec3 vertex) { #endif //!MODE_RENDER DEPTH +#define scene_data scene_data_block.data + void main() { #ifdef MODE_DUAL_PARABOLOID if (dp_clip > 0.0) discard; #endif - SceneData scene_data = scene_data_block.data; //lay out everything, whatever is unused is optimized away anyway vec3 vertex = vertex_interp;