From 951ca21f02692b63eaa4ecf535bc6adbc9953e83 Mon Sep 17 00:00:00 2001 From: David Snopek Date: Tue, 10 Jun 2025 09:19:32 -0500 Subject: [PATCH] Vulkan Mobile: Fix crash from shader compilation with `USE_RADIANCE_CUBEMAP_ARRAY` --- .../shaders/forward_mobile/scene_forward_mobile.glsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl index 1af333b038..b7e4f0c249 100644 --- a/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl +++ b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl @@ -1577,7 +1577,7 @@ void main() { float lod; half blend = half(modf(roughness_lod, lod)); hvec3 clearcoat_sample_a = hvec3(texture(samplerCubeArray(radiance_cubemap, DEFAULT_SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), vec4(ref_vec, lod)).rgb); - hvec3 clearcoat_sample_b = hvec3(texture(samplerCubeArray(radiance_cubemap, DEFAULT_SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP)), vec4(ref_vec, lod + 1)).rgb); + hvec3 clearcoat_sample_b = hvec3(texture(samplerCubeArray(radiance_cubemap, DEFAULT_SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), vec4(ref_vec, lod + 1)).rgb); hvec3 clearcoat_light = mix(clearcoat_sample_a, clearcoat_sample_b, blend); #else