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Vulkan Mobile: Fix crash from shader compilation with USE_RADIANCE_CUBEMAP_ARRAY

This commit is contained in:
David Snopek
2025-06-10 09:19:32 -05:00
parent ca1e4785b2
commit 951ca21f02

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@@ -1577,7 +1577,7 @@ void main() {
float lod;
half blend = half(modf(roughness_lod, lod));
hvec3 clearcoat_sample_a = hvec3(texture(samplerCubeArray(radiance_cubemap, DEFAULT_SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), vec4(ref_vec, lod)).rgb);
hvec3 clearcoat_sample_b = hvec3(texture(samplerCubeArray(radiance_cubemap, DEFAULT_SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP)), vec4(ref_vec, lod + 1)).rgb);
hvec3 clearcoat_sample_b = hvec3(texture(samplerCubeArray(radiance_cubemap, DEFAULT_SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), vec4(ref_vec, lod + 1)).rgb);
hvec3 clearcoat_light = mix(clearcoat_sample_a, clearcoat_sample_b, blend);
#else