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authorJuan Linietsky <reduzio@gmail.com>2018-10-02 19:08:33 -0300
committerJuan Linietsky <reduzio@gmail.com>2018-10-02 19:08:33 -0300
commit286b70839e22c4390987b1b8d170a2aa31dbee21 (patch)
treeb6fe5b0e878773bd4194888fd815565a4b944d05 /drivers/gles2/rasterizer_scene_gles2.cpp
parent11f088279d915035ec8bfb2d3b598abdb46bca03 (diff)
downloadredot-engine-286b70839e22c4390987b1b8d170a2aa31dbee21.tar.gz
vertex lit optimization for fog.
Diffstat (limited to 'drivers/gles2/rasterizer_scene_gles2.cpp')
-rw-r--r--drivers/gles2/rasterizer_scene_gles2.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/drivers/gles2/rasterizer_scene_gles2.cpp b/drivers/gles2/rasterizer_scene_gles2.cpp
index cb2283462e..fbcbebc88c 100644
--- a/drivers/gles2/rasterizer_scene_gles2.cpp
+++ b/drivers/gles2/rasterizer_scene_gles2.cpp
@@ -2169,7 +2169,7 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements,
}
//condition to enable vertex lighting on this object
- bool vertex_lit = light && (material->shader->spatial.uses_vertex_lighting || storage->config.force_vertex_shading) && !unshaded;
+ bool vertex_lit = (material->shader->spatial.uses_vertex_lighting || storage->config.force_vertex_shading) && ((!unshaded && light) || using_fog); //fog forces vertex lighting because it still applies even if unshaded or no fog
if (vertex_lit != prev_vertex_lit) {
state.scene_shader.set_conditional(SceneShaderGLES2::USE_VERTEX_LIGHTING, vertex_lit);