Fix realtime postprocess: use compositor defines also for non-compositor pass shaders

This commit is contained in:
Moritz Brückner 2021-09-07 22:19:12 +02:00
parent 55cfead084
commit ecc4317919

View file

@ -226,10 +226,7 @@ def export_data(fp, sdk_path):
if not os.path.exists(raw_shaders_path + '/' + ref):
continue
assets.shader_passes_assets[ref] = []
if ref.startswith('compositor_pass'):
compile_shader_pass(res, raw_shaders_path, ref, defs + cdefs, make_variants=has_config)
else:
compile_shader_pass(res, raw_shaders_path, ref, defs, make_variants=has_config)
compile_shader_pass(res, raw_shaders_path, ref, defs + cdefs, make_variants=has_config)
# Workaround to also export non-material world shaders
res['shader_datas'] += make_world.shader_datas