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authorHugo Locurcio <hugo.locurcio@hugo.pro>2024-03-07 17:40:19 +0100
committerHugo Locurcio <hugo.locurcio@hugo.pro>2024-03-07 17:40:49 +0100
commit26a220bd312ae42b4b1b1833ed01242963ebcaf5 (patch)
treeb7bee533deac0015411fa9b49b10e61bc6ec3e2b /drivers
parentaef11a14274f6f9e74ad91ead1d7c07ea1dd7f5f (diff)
downloadredot-engine-26a220bd312ae42b4b1b1833ed01242963ebcaf5.tar.gz
Make Overdraw, Lighting and Shadow Splits debug draw modes ignore decals
This also makes the Overdraw and Shadow Splits debug draw modes ignore fog. The Lighting debug draw mode still displays fog as that debug draw mode is intended to preview scene lighting, and fog has an impact on how lighting is perceived.
Diffstat (limited to 'drivers')
-rw-r--r--drivers/gles3/rasterizer_scene_gles3.cpp6
1 files changed, 3 insertions, 3 deletions
diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp
index f9af86e19b..09edc12112 100644
--- a/drivers/gles3/rasterizer_scene_gles3.cpp
+++ b/drivers/gles3/rasterizer_scene_gles3.cpp
@@ -4075,7 +4075,7 @@ RasterizerSceneGLES3::RasterizerSceneGLES3() {
scene_globals.default_shader = material_storage->shader_allocate();
material_storage->shader_initialize(scene_globals.default_shader);
material_storage->shader_set_code(scene_globals.default_shader, R"(
-// Default 3D material shader.
+// Default 3D material shader (Compatibility).
shader_type spatial;
@@ -4100,11 +4100,11 @@ void fragment() {
scene_globals.overdraw_shader = material_storage->shader_allocate();
material_storage->shader_initialize(scene_globals.overdraw_shader);
material_storage->shader_set_code(scene_globals.overdraw_shader, R"(
-// 3D editor Overdraw debug draw mode shader.
+// 3D editor Overdraw debug draw mode shader (Compatibility).
shader_type spatial;
-render_mode blend_add, unshaded;
+render_mode blend_add, unshaded, fog_disabled;
void fragment() {
ALBEDO = vec3(0.4, 0.8, 0.8);