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authorreduz <reduzio@gmail.com>2021-01-17 13:25:38 -0300
committerJuan Linietsky <reduzio@gmail.com>2021-01-19 23:31:06 +0100
commit099dee35f47db3e293cb8e60287ffe6a44f3d5d4 (patch)
treedea148899efa156adf4c7b9ff32464871cef4253 /modules
parent7008e3c6eafa374e5d64ee7867608abe696698c2 (diff)
downloadredot-engine-099dee35f47db3e293cb8e60287ffe6a44f3d5d4.tar.gz
Added GPU based cluster builder
Clustering is now GPU based, uses an implementation based on the Activision algorithm.
Diffstat (limited to 'modules')
-rw-r--r--modules/glslang/register_types.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/modules/glslang/register_types.cpp b/modules/glslang/register_types.cpp
index a7ae3e6bab..545aa68747 100644
--- a/modules/glslang/register_types.cpp
+++ b/modules/glslang/register_types.cpp
@@ -53,7 +53,7 @@ static Vector<uint8_t> _compile_shader_glsl(RenderingDevice::ShaderStage p_stage
int ClientInputSemanticsVersion = 100; // maps to, say, #define VULKAN 100
glslang::EShTargetClientVersion VulkanClientVersion = glslang::EShTargetVulkan_1_0;
- glslang::EShTargetLanguageVersion TargetVersion = glslang::EShTargetSpv_1_0;
+ glslang::EShTargetLanguageVersion TargetVersion = glslang::EShTargetSpv_1_3;
glslang::TShader::ForbidIncluder includer;
glslang::TShader shader(stages[p_stage]);