Fix light groups on macos
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@@ -57,8 +57,8 @@ GPU_SHADER_CREATE_INFO(eevee_legacy_lights_lib)
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.additional_info("eevee_legacy_raytrace_lib")
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.uniform_buf(5, "ShadowBlock", "shadow_block", Frequency::PASS)
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.uniform_buf(6, "LightBlock", "light_block", Frequency::PASS)
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.push_constant(Type::IVEC4, "lightGroups")
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.push_constant(Type::IVEC4, "lightGroupShadows")
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.push_constant(Type::IVEC4, "light_groups_in")
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.push_constant(Type::IVEC4, "light_group_shadows_in")
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.sampler(8, ImageType::SHADOW_2D_ARRAY, "shadowCubeTexture")
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.sampler(9, ImageType::SHADOW_2D_ARRAY, "shadowCascadeTexture")
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/* GooEngine: Use slots 15,16 as others are already taken. */
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@@ -232,10 +232,8 @@ BLI_STATIC_ASSERT_ALIGN(SSSProfileBlock, 16)
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# define alphaHashScale common_block._alphaHashScale
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# define cameraUvScaleBias common_block._cameraUvScaleBias
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# define planarClipPlane common_block._planarClipPlane
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/*
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# define lightGroups light_groups
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# define lightGroupShadows light_group_shadows
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*/
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# define lightGroups light_groups_in
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# define lightGroupShadows light_group_shadows_in
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/* ProbeBlock */
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# define probes_data probe_block._probes_data
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@@ -1847,10 +1847,10 @@ void DRW_shgroup_add_material_resources(DRWShadingGroup *grp, GPUMaterial *mater
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int light_groups[4];
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GPU_material_light_group_bits_get(material, light_groups);
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DRW_shgroup_uniform_ivec4_copy(grp, "lightGroups", light_groups);
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DRW_shgroup_uniform_ivec4_copy(grp, "light_groups_in", light_groups);
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GPU_material_light_group_shadow_bits_get(material, light_groups);
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DRW_shgroup_uniform_ivec4_copy(grp, "lightGroupShadows", light_groups);
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DRW_shgroup_uniform_ivec4_copy(grp, "light_group_shadows_in", light_groups);
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}
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GPUVertFormat *DRW_shgroup_instance_format_array(const DRWInstanceAttrFormat attrs[],
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