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authorRémi Verschelde <rverschelde@gmail.com>2024-03-08 13:09:40 +0100
committerRémi Verschelde <rverschelde@gmail.com>2024-03-08 13:09:40 +0100
commitf8140a4e9af5bb57f5e98851c94519f9abc254c7 (patch)
treed27c323cf3876dabea28fcf35c7c493861947486 /drivers
parent6db28c9fb7c5a59660dfe433e76c0a4c50bc9e47 (diff)
parent26a220bd312ae42b4b1b1833ed01242963ebcaf5 (diff)
downloadredot-engine-f8140a4e9af5bb57f5e98851c94519f9abc254c7.tar.gz
Merge pull request #89253 from Calinou/debug-draw-modes-ignore-decals-2
Make Overdraw, Lighting and Shadow Splits debug draw modes ignore decals
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);