|
@@ -834,6 +834,11 @@ vec3 screen_space_dither(vec2 frag_coord, float bit_alignment_diviser) {
|
|
|
void main() {
|
|
|
#ifdef SUBPASS
|
|
|
// SUBPASS and USE_MULTIVIEW can be combined but in that case we're already reading from the correct layer
|
|
|
+#ifdef USE_MULTIVIEW
|
|
|
+ // In order to ensure the `SpvCapabilityMultiView` is included in the SPIR-V capabilities, gl_ViewIndex must
|
|
|
+ // be read in the shader. Without this, transpilation to Metal fails to include the multi-view variant.
|
|
|
+ uint vi = ViewIndex;
|
|
|
+#endif
|
|
|
vec4 color = subpassLoad(input_color);
|
|
|
#elif defined(USE_MULTIVIEW)
|
|
|
vec4 color = textureLod(source_color, vec3(uv_interp, ViewIndex), 0.0f);
|