Hi,
@fclem
I know that Eevee-next is under high development but I leave these 2 shader compiling errors that i had in last master. Maybe they are not caught by your system:
```
3>------ Operación Compilar iniciada: proyecto: bf_gpu_shader_infos, configuración: Release x64 ------
3>Generating shader_baked.hh
3>CUSTOMBUILD : error (gpu.shader): eevee_light_culling_tile Linking:
3> | Compute info
3> | ------------
3>CUSTOMBUILD : | error : C5025: lvalue in array access too complex
3>CUSTOMBUILD : | error : C1068: ... or possible array index out of bounds
3>CUSTOMBUILD : | error : C5025: lvalue in array access too complex
3>CUSTOMBUILD : | error : C1068: ... or possible array index out of bounds
3>
3>CUSTOMBUILD : error (gpu.shader): eevee_light_culling_debug FragShader:
3> |
3> 2672 | if (light_attenuation(light_buf[l_idx], L, dist) > 0.0) {
3>
3> |
3>| eevee_light_culling_debug_frag.glsl(39): error GD18BB726: C1317: qualified actual parameter #1 cannot be converted to less qualified parameter ("ld.422")
3>
3>Compilation eevee_light_culling_tile Failed
3>Compilation eevee_light_culling_debug Failed
3>Shader Test compilation result: 420 / 422 passed
```
The first one comes from intersection tests at function:
```
bool intersect(CullingTile tile, Sphere sphere)
```
in the refine using frustum test part:
```
/* Refine using frustum test. If the sphere is small it avoids intersection
* with a neighbor tile. */
if (isect) {
isect = intersect(tile.frustum, sphere);
}
```
The last one from eevee_light_culling_debug_frag.glsl can be fixed with:
```
if (light_attenuation(light, L, dist) > 0.0) {
```
Thanks for the great work with Eevee.