GOOENGINE: Fix self shadow broken from last push

This commit is contained in:
2026-02-10 20:57:58 -06:00
parent f652c2636d
commit 98f117b172
2 changed files with 8 additions and 8 deletions
@@ -140,7 +140,7 @@ GPU_SHADER_CREATE_INFO(eevee_legacy_material_prepass_frag_common)
.additional_info("eevee_legacy_common_lib")
.additional_info("eevee_legacy_common_utiltex_lib")
.additional_info("draw_view")
/* .fragment_out(1, Type::UINT, "resource_id_out") */
.fragment_out(1, Type::UINT, "resource_id_out")
.additional_info("eevee_legacy_closure_eval_surface_lib");
/* Common info for all `prepass_frag_opaque` variants. */
@@ -150,18 +150,18 @@ GPU_SHADER_CREATE_INFO(eevee_legacy_material_prepass_frag_opaque_common)
GPU_SHADER_CREATE_INFO(eevee_legacy_material_prepass_frag_opaque)
.additional_info("eevee_legacy_surface_lib_common")
.additional_info("eevee_legacy_material_prepass_frag_opaque_common")
.fragment_out(1, Type::VEC2, "out_normal");
.fragment_out(2, Type::VEC2, "out_normal");
GPU_SHADER_CREATE_INFO(eevee_legacy_material_prepass_frag_opaque_hair)
.additional_info("eevee_legacy_surface_lib_hair")
.additional_info("eevee_legacy_material_prepass_frag_opaque_common")
.additional_info("draw_hair")
.fragment_out(1, Type::VEC2, "out_normal");
.fragment_out(2, Type::VEC2, "out_normal");
GPU_SHADER_CREATE_INFO(eevee_legacy_material_prepass_frag_opaque_pointcloud)
.additional_info("eevee_legacy_material_prepass_frag_opaque_common")
.additional_info("draw_pointcloud")
.fragment_out(1, Type::VEC2, "out_normal");
.fragment_out(2, Type::VEC2, "out_normal");
/* Common info for all `prepass_frag_alpha_hash` variants. */
GPU_SHADER_CREATE_INFO(eevee_legacy_material_prepass_frag_alpha_hash_common)
@@ -172,19 +172,19 @@ GPU_SHADER_CREATE_INFO(eevee_legacy_material_prepass_frag_alpha_hash_common)
GPU_SHADER_CREATE_INFO(eevee_legacy_material_prepass_frag_alpha_hash)
.additional_info("eevee_legacy_surface_lib_common")
.additional_info("eevee_legacy_material_prepass_frag_alpha_hash_common")
.fragment_out(1, Type::VEC2, "out_normal");
.fragment_out(2, Type::VEC2, "out_normal");
GPU_SHADER_CREATE_INFO(eevee_legacy_material_prepass_frag_alpha_hash_hair)
.additional_info("eevee_legacy_surface_lib_hair")
.additional_info("eevee_legacy_material_prepass_frag_alpha_hash_common")
.additional_info("draw_hair")
.fragment_out(1, Type::VEC2, "out_normal");
.fragment_out(2, Type::VEC2, "out_normal");
GPU_SHADER_CREATE_INFO(eevee_legacy_material_prepass_frag_alpha_hash_pointcloud)
.additional_info("eevee_legacy_surface_lib_pointcloud")
.additional_info("eevee_legacy_material_prepass_frag_alpha_hash_common")
.additional_info("draw_pointcloud")
.fragment_out(1, Type::VEC2, "out_normal");
.fragment_out(2, Type::VEC2, "out_normal");
/* Shadow Variants (Same as prepass but NO Normal Output) */
@@ -92,7 +92,7 @@ void main()
}
#endif
/* resource_id_out = resource_id; */
resource_id_out = resource_id;
/* GooEngine Fix: Output Normal to RG16 buffer (Loc 1).
* Use viewNormal from vertex shader interface, which is always initialized.
* g_data.N is only initialized when USE_ALPHA_HASH is defined. */