Shader: backport struct fix from phong-lighting

This commit is contained in:
Lynix 2022-01-19 20:44:32 +01:00
parent 9f05a22db7
commit f0b6f2122d
2 changed files with 4 additions and 1 deletions

View File

@ -202,7 +202,7 @@ namespace Nz::ShaderAst
else
accessIdentifierPtr = static_cast<AccessIdentifierExpression*>(indexedExpr.get());
accessIdentifierPtr->identifiers.push_back(s->members[fieldIndex].name);
accessIdentifierPtr->identifiers.push_back(fieldPtr->name);
accessIdentifierPtr->cachedExpressionType = ResolveType(fieldPtr->type);
}
else

View File

@ -1118,6 +1118,9 @@ namespace Nz
bool first = true;
for (const auto& member : node.description.members)
{
if (member.cond.HasValue() && !member.cond.GetResultingValue())
continue;
if (!first)
AppendLine();