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authorDavid Snopek <dsnopek@gmail.com>2024-02-24 16:52:14 -0600
committerDavid Snopek <dsnopek@gmail.com>2024-03-04 15:13:35 -0600
commite35ccf92d054b26962f8f31ae502c47471649a23 (patch)
tree0b261dbd7fddae84f0ec4534645111d9cb6a9b86 /drivers
parent2e7fc81315bfa8d0a15f60adff2a12b6f3104236 (diff)
downloadredot-engine-e35ccf92d054b26962f8f31ae502c47471649a23.tar.gz
Fix rendering issue with depth in WebXR
Diffstat (limited to 'drivers')
-rw-r--r--drivers/gles3/shaders/scene.glsl4
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;