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authorclayjohn <claynjohn@gmail.com>2023-10-05 19:11:48 -0600
committerclayjohn <claynjohn@gmail.com>2023-10-05 19:11:48 -0600
commit04846c1d6db029bacb388438307669438e1504af (patch)
tree445d49a365b9748db4d9add05ccbc7a48c69dd68 /drivers/gles3/storage/material_storage.cpp
parentf2ba8ec6ca2e4ff493cba11f95621d10ab8bb363 (diff)
downloadredot-engine-04846c1d6db029bacb388438307669438e1504af.tar.gz
Avoid default fallback material when using world_vertex_coords
This avoids z-fighting between the opaque shader and the depth prepass shader
Diffstat (limited to 'drivers/gles3/storage/material_storage.cpp')
-rw-r--r--drivers/gles3/storage/material_storage.cpp1
1 files changed, 1 insertions, 0 deletions
diff --git a/drivers/gles3/storage/material_storage.cpp b/drivers/gles3/storage/material_storage.cpp
index 613b03e30e..016f554368 100644
--- a/drivers/gles3/storage/material_storage.cpp
+++ b/drivers/gles3/storage/material_storage.cpp
@@ -2893,6 +2893,7 @@ void SceneShaderData::set_code(const String &p_code) {
actions.render_mode_flags["unshaded"] = &unshaded;
actions.render_mode_flags["wireframe"] = &wireframe;
actions.render_mode_flags["particle_trails"] = &uses_particle_trails;
+ actions.render_mode_flags["world_vertex_coords"] = &uses_world_coordinates;
actions.usage_flag_pointers["ALPHA"] = &uses_alpha;
actions.usage_flag_pointers["ALPHA_SCISSOR_THRESHOLD"] = &uses_alpha_clip;