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GLES2 Batching - prevent baking on VERTEX use in a shader

Using the operator += in a shader is classified as an 'assign', and so is classified as a write rather than a read. This means that we need to prevent vertex baking on either a write or read (i.e. on usage), rather than just on reads.
This commit is contained in:
lawnjelly
2020-06-19 09:42:04 +01:00
parent ae59e22cdd
commit a4bd66f854
4 changed files with 4 additions and 10 deletions

View File

@@ -486,10 +486,6 @@ String ShaderCompilerGLES2::_dump_node_code(SL::Node *p_node, int p_level, Gener
*p_actions.write_flag_pointers[var_node->name] = true;
}
if (!p_assigning && p_actions.read_flag_pointers.has(var_node->name)) {
*p_actions.read_flag_pointers[var_node->name] = true;
}
if (p_default_actions.usage_defines.has(var_node->name) && !used_name_defines.has(var_node->name)) {
String define = p_default_actions.usage_defines[var_node->name];
String node_name = define.substr(1, define.length());