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author | Clay <claynjohn@gmail.com> | 2023-07-24 23:21:04 +0200 |
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committer | Clay <claynjohn@gmail.com> | 2023-07-24 23:21:04 +0200 |
commit | 7c812cd7e9aaa5145f5309bb6254d0570620bec9 (patch) | |
tree | 18cf99ecabb8fe06c6713b35c810b09ff8e3671f /modules/openxr/openxr_api.cpp | |
parent | f6187014ec1d7a47b7201f64f3a8376a5da2f42d (diff) | |
download | redot-engine-7c812cd7e9aaa5145f5309bb6254d0570620bec9.tar.gz |
Fix use of discard in shaders
discard was being included in all shaders set to depth pass opaque, which is the majority of shaders
Instead it should only be used with alpha prepass materials
Diffstat (limited to 'modules/openxr/openxr_api.cpp')
0 files changed, 0 insertions, 0 deletions