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Merge pull request #107876 from clayjohn/vs-data-issues

Fix a few improper memory accesses in the clustered forward vertex shader
Thaddeus Crews 1 month ago
parent
commit
01410f19f8

+ 3 - 3
servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl

@@ -610,11 +610,11 @@ void vertex_shader(vec3 vertex_input,
 		vec3 directional_specular = vec3(0.0);
 
 		for (uint i = 0; i < scene_data.directional_light_count; i++) {
-			if (!bool(directional_lights.data[i].mask & instances.data[draw_call.instance_index].layer_mask)) {
+			if (!bool(directional_lights.data[i].mask & instances.data[instance_index].layer_mask)) {
 				continue; // Not masked, skip.
 			}
 
-			if (directional_lights.data[i].bake_mode == LIGHT_BAKE_STATIC && bool(instances.data[draw_call.instance_index].flags & INSTANCE_FLAGS_USE_LIGHTMAP)) {
+			if (directional_lights.data[i].bake_mode == LIGHT_BAKE_STATIC && bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_LIGHTMAP)) {
 				continue; // Statically baked light and object uses lightmap, skip.
 			}
 			if (i == 0) {
@@ -680,7 +680,7 @@ void vertex_shader(vec3 vertex_input,
 #endif
 
 #ifdef Z_CLIP_SCALE_USED
-	if (!bool(scene_data_block.data.flags & SCENE_DATA_FLAGS_IN_SHADOW_PASS)) {
+	if (!bool(scene_data.flags & SCENE_DATA_FLAGS_IN_SHADOW_PASS)) {
 		gl_Position.z = mix(gl_Position.w, gl_Position.z, z_clip_scale);
 	}
 #endif

+ 1 - 1
servers/rendering/shader_types.cpp

@@ -76,12 +76,12 @@ ShaderTypes::ShaderTypes() {
 
 	shader_modes[RS::SHADER_SPATIAL].functions["global"].built_ins["TIME"] = constt(ShaderLanguage::TYPE_FLOAT);
 	shader_modes[RS::SHADER_SPATIAL].functions["global"].built_ins["EXPOSURE"] = constt(ShaderLanguage::TYPE_FLOAT);
+	shader_modes[RS::SHADER_SPATIAL].functions["global"].built_ins["IN_SHADOW_PASS"] = constt(ShaderLanguage::TYPE_BOOL);
 	shader_modes[RS::SHADER_SPATIAL].functions["constants"].built_ins["PI"] = constvt(ShaderLanguage::TYPE_FLOAT, { pi_scalar });
 	shader_modes[RS::SHADER_SPATIAL].functions["constants"].built_ins["TAU"] = constvt(ShaderLanguage::TYPE_FLOAT, { tau_scalar });
 	shader_modes[RS::SHADER_SPATIAL].functions["constants"].built_ins["E"] = constvt(ShaderLanguage::TYPE_FLOAT, { e_scalar });
 	shader_modes[RS::SHADER_SPATIAL].functions["constants"].built_ins["OUTPUT_IS_SRGB"] = constt(ShaderLanguage::TYPE_BOOL);
 	shader_modes[RS::SHADER_SPATIAL].functions["constants"].built_ins["CLIP_SPACE_FAR"] = constt(ShaderLanguage::TYPE_FLOAT);
-	shader_modes[RS::SHADER_SPATIAL].functions["constants"].built_ins["IN_SHADOW_PASS"] = constt(ShaderLanguage::TYPE_BOOL);
 
 	shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["VERTEX"] = ShaderLanguage::TYPE_VEC3;
 	shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["NORMAL"] = ShaderLanguage::TYPE_VEC3;