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Fix shader compilation errors in Compatibility when using depth_texture
Globals were defined too early, which means some uniforms were not available at the point they were defined in.
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1 changed files with 6 additions and 6 deletions
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@ -1022,12 +1022,6 @@ uniform highp mat4 world_transform;
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uniform highp uint instance_offset;
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uniform highp uint instance_offset;
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uniform highp uint model_flags;
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uniform highp uint model_flags;
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/* clang-format off */
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#GLOBALS
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/* clang-format on */
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#define LIGHT_BAKE_DISABLED 0u
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#define LIGHT_BAKE_DISABLED 0u
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#define LIGHT_BAKE_STATIC 1u
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#define LIGHT_BAKE_STATIC 1u
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#define LIGHT_BAKE_DYNAMIC 2u
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#define LIGHT_BAKE_DYNAMIC 2u
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@ -1268,6 +1262,12 @@ layout(location = 0) out vec4 frag_color;
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#endif // !RENDER_MATERIAL
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#endif // !RENDER_MATERIAL
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/* clang-format off */
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#GLOBALS
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/* clang-format on */
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vec3 F0(float metallic, float specular, vec3 albedo) {
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vec3 F0(float metallic, float specular, vec3 albedo) {
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float dielectric = 0.16 * specular * specular;
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float dielectric = 0.16 * specular * specular;
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// use albedo * metallic as colored specular reflectance at 0 angle for metallic materials;
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// use albedo * metallic as colored specular reflectance at 0 angle for metallic materials;
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