Revert recent change to depth_main
This shader is only used when the user doesn't specify anything that could affect depth rendering. As such it must not attemp to read material inputs.
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@@ -249,8 +249,8 @@ std::string ShaderGenerator::createVertexProgram(filament::backend::ShaderModel
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cg.generateCommonMaterial(vs, ShaderType::VERTEX);
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if (variant.isDepthPass() &&
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(material.blendingMode != BlendingMode::MASKED) &&
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!hasCustomDepthShader()) {
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(material.blendingMode != BlendingMode::MASKED) &&
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!hasCustomDepthShader()) {
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// these variants are special and are treated as DEPTH variants. Filament will never
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// request that variant for the color pass.
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cg.generateDepthShaderMain(vs, ShaderType::VERTEX);
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@@ -2,6 +2,8 @@
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// and color vertex shader, thus working around a variance issue seen with NVIDIA drivers.
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void materialVertex(inout MaterialVertexInputs m) { }
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// NOTE: This shader is only used when the user's material does not have custom vertex code.
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// There is no need to check anything related to material inputs in this file.
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void main() {
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// World position is used to compute gl_Position, except for vertices already in the device domain.
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@@ -20,10 +22,6 @@ void main() {
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gl_Position = getClipFromWorldMatrix() * getWorldPosition(material);
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#endif
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#ifdef MATERIAL_HAS_CLIP_SPACE_TRANSFORM
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gl_Position = getClipSpaceTransform(material) * gl_Position;
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#endif
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#if defined(HAS_VSM)
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vertex_worldPosition = material.worldPosition.xyz;
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#endif
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@@ -108,7 +108,7 @@ void main() {
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gl_Position = getClipFromWorldMatrix() * getWorldPosition(material);
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#endif
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#ifdef MATERIAL_HAS_CLIP_SPACE_TRANSFORM
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#if defined(MATERIAL_HAS_CLIP_SPACE_TRANSFORM)
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gl_Position = getClipSpaceTransform(material) * gl_Position;
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#endif
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