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| author | Juan Linietsky <reduzio@gmail.com> | 2018-10-02 19:08:33 -0300 |
|---|---|---|
| committer | Juan Linietsky <reduzio@gmail.com> | 2018-10-02 19:08:33 -0300 |
| commit | 286b70839e22c4390987b1b8d170a2aa31dbee21 (patch) | |
| tree | b6fe5b0e878773bd4194888fd815565a4b944d05 /drivers/gles2/rasterizer_scene_gles2.cpp | |
| parent | 11f088279d915035ec8bfb2d3b598abdb46bca03 (diff) | |
| download | redot-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.cpp | 2 |
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); |
