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@Elabajaba
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Objective

The post_processing and shader_prepass examples are both currently broken on main. This, combined with #6997 fixes them.

Solution

The same fix as #6997, just wrap the line in an #ifdef so it doesn't cause issues.

@alice-i-cecile alice-i-cecile added C-Bug An unexpected or incorrect behavior A-Rendering Drawing game state to the screen labels Jan 27, 2023
@alice-i-cecile alice-i-cecile added this to the 0.10 milestone Jan 27, 2023
@superdump
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I implemented what I think is a better fix in #7419

bors bot pushed a commit that referenced this pull request Jan 30, 2023
# Objective

- Fix `post_processing` and `shader_prepass` examples as they fail when compiling shaders due to missing shader defs
- Fixes #6799
- Fixes #6996
- Fixes #7375 
- Supercedes #6997
- Supercedes #7380 

## Solution

- The prepass was broken due to a missing `MAX_CASCADES_PER_LIGHT` shader def. Add it.
- The shader used in the `post_processing` example is applied to a 2D mesh, so use the correct mesh2d_view_bindings shader import.
bors bot pushed a commit that referenced this pull request Jan 30, 2023
# Objective

- Fix `post_processing` and `shader_prepass` examples as they fail when compiling shaders due to missing shader defs
- Fixes #6799
- Fixes #6996
- Fixes #7375 
- Supercedes #6997
- Supercedes #7380 

## Solution

- The prepass was broken due to a missing `MAX_CASCADES_PER_LIGHT` shader def. Add it.
- The shader used in the `post_processing` example is applied to a 2D mesh, so use the correct mesh2d_view_bindings shader import.
bors bot pushed a commit that referenced this pull request Jan 30, 2023
# Objective

- Fix `post_processing` and `shader_prepass` examples as they fail when compiling shaders due to missing shader defs
- Fixes #6799
- Fixes #6996
- Fixes #7375 
- Supercedes #6997
- Supercedes #7380 

## Solution

- The prepass was broken due to a missing `MAX_CASCADES_PER_LIGHT` shader def. Add it.
- The shader used in the `post_processing` example is applied to a 2D mesh, so use the correct mesh2d_view_bindings shader import.
bors bot pushed a commit that referenced this pull request Jan 30, 2023
# Objective

- Fix `post_processing` and `shader_prepass` examples as they fail when compiling shaders due to missing shader defs
- Fixes #6799
- Fixes #6996
- Fixes #7375 
- Supercedes #6997
- Supercedes #7380 

## Solution

- The prepass was broken due to a missing `MAX_CASCADES_PER_LIGHT` shader def. Add it.
- The shader used in the `post_processing` example is applied to a 2D mesh, so use the correct mesh2d_view_bindings shader import.
bors bot pushed a commit that referenced this pull request Jan 30, 2023
# Objective

- Fix `post_processing` and `shader_prepass` examples as they fail when compiling shaders due to missing shader defs
- Fixes #6799
- Fixes #6996
- Fixes #7375 
- Supercedes #6997
- Supercedes #7380 

## Solution

- The prepass was broken due to a missing `MAX_CASCADES_PER_LIGHT` shader def. Add it.
- The shader used in the `post_processing` example is applied to a 2D mesh, so use the correct mesh2d_view_bindings shader import.
bors bot pushed a commit that referenced this pull request Jan 30, 2023
# Objective

- Fix `post_processing` and `shader_prepass` examples as they fail when compiling shaders due to missing shader defs
- Fixes #6799
- Fixes #6996
- Fixes #7375 
- Supercedes #6997
- Supercedes #7380 

## Solution

- The prepass was broken due to a missing `MAX_CASCADES_PER_LIGHT` shader def. Add it.
- The shader used in the `post_processing` example is applied to a 2D mesh, so use the correct mesh2d_view_bindings shader import.
@mockersf mockersf closed this Jan 30, 2023
@Elabajaba Elabajaba deleted the fix-undefined-MAX_CASCADES_PER_LIGHT branch January 30, 2023 23:55
ItsDoot pushed a commit to ItsDoot/bevy that referenced this pull request Feb 1, 2023
# Objective

- Fix `post_processing` and `shader_prepass` examples as they fail when compiling shaders due to missing shader defs
- Fixes bevyengine#6799
- Fixes bevyengine#6996
- Fixes bevyengine#7375 
- Supercedes bevyengine#6997
- Supercedes bevyengine#7380 

## Solution

- The prepass was broken due to a missing `MAX_CASCADES_PER_LIGHT` shader def. Add it.
- The shader used in the `post_processing` example is applied to a 2D mesh, so use the correct mesh2d_view_bindings shader import.
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5 participants