workaround a shader compiler bug on qualcomm h/w

This commit is contained in:
Mathias Agopian
2021-05-14 16:43:44 -07:00
committed by Mathias Agopian
parent 43d47745dd
commit d6c5cb7778

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@@ -79,7 +79,9 @@ uint getLightIndex(const uint index) {
uint v = index >> 4u;
uint c = (index >> 2u) & 0x3u;
uint s = (index & 0x3u) * 8u;
return (froxelRecordUniforms.records[v][c] >> s) & 0xFFu;
// this intermediate is needed to workaround a bug on qualcomm h/w
highp uvec4 d = froxelRecordUniforms.records[v];
return (d[c] >> s) & 0xFFu;
}
float getSquareFalloffAttenuation(float distanceSquare, float falloff) {