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author | Rémi Verschelde <rverschelde@gmail.com> | 2024-03-05 09:55:56 +0100 |
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committer | Rémi Verschelde <rverschelde@gmail.com> | 2024-03-05 09:55:56 +0100 |
commit | 86807721e395437b45999e64bc58af0e3939f169 (patch) | |
tree | 1f10ca93fd16724a0c83de4852e1d689a2d5beb0 /drivers | |
parent | 2d408f48e71dd05b4fa8390a6dc9ba5f1fc7ac61 (diff) | |
parent | e35ccf92d054b26962f8f31ae502c47471649a23 (diff) | |
download | redot-engine-86807721e395437b45999e64bc58af0e3939f169.tar.gz |
Merge pull request #88787 from dsnopek/webxr-depth-draw-fix
Fix rendering issue with depth in WebXR
Diffstat (limited to 'drivers')
-rw-r--r-- | drivers/gles3/shaders/scene.glsl | 4 |
1 files changed, 1 insertions, 3 deletions
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl index a6db90c3f5..d73407d674 100644 --- a/drivers/gles3/shaders/scene.glsl +++ b/drivers/gles3/shaders/scene.glsl @@ -913,8 +913,7 @@ ivec2 multiview_uv(ivec2 uv) { uniform highp mat4 world_transform; uniform mediump float opaque_prepass_threshold; -#ifndef MODE_RENDER_DEPTH -#ifdef RENDER_MATERIAL +#if defined(RENDER_MATERIAL) layout(location = 0) out vec4 albedo_output_buffer; layout(location = 1) out vec4 normal_output_buffer; layout(location = 2) out vec4 orm_output_buffer; @@ -925,7 +924,6 @@ layout(location = 3) out vec4 emission_output_buffer; layout(location = 0) out vec4 frag_color; #endif // !RENDER_MATERIAL -#endif // !MODE_RENDER_DEPTH vec3 F0(float metallic, float specular, vec3 albedo) { float dielectric = 0.16 * specular * specular; |