GLSL: No need to extract the UBO dynamic inputs

This commit is contained in:
Dalai Felinto 2018-06-07 19:40:08 +02:00
parent e5bc37eb5e
commit 56f2293a51

@ -1162,8 +1162,12 @@ void GPU_nodes_extract_dynamic_inputs(GPUShader *shader, ListBase *inputs, ListB
if (input->bindtex)
extract = 1;
}
else if (input->dynamicvec)
else if (input->dynamictype == GPU_DYNAMIC_UBO) {
/* Don't extract UBOs */
}
else if (input->dynamicvec) {
extract = 1;
}
if (extract)
input->shaderloc = GPU_shader_get_uniform(shader, input->shadername);