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-rw-r--r--drivers/gles3/shaders/scene.glsl11
-rw-r--r--servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl12
-rw-r--r--servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl12
3 files changed, 6 insertions, 29 deletions
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl
index e1ddbe1d35..797b9066a9 100644
--- a/drivers/gles3/shaders/scene.glsl
+++ b/drivers/gles3/shaders/scene.glsl
@@ -1859,23 +1859,16 @@ void main() {
#endif // !MODE_RENDER_DEPTH
#if defined(USE_SHADOW_TO_OPACITY)
+#ifndef MODE_RENDER_DEPTH
alpha = min(alpha, clamp(length(ambient_light), 0.0, 1.0));
#if defined(ALPHA_SCISSOR_USED)
if (alpha < alpha_scissor) {
discard;
}
-#else
-#ifdef MODE_RENDER_DEPTH
-#ifdef USE_OPAQUE_PREPASS
-
- if (alpha < opaque_prepass_threshold) {
- discard;
- }
-#endif // USE_OPAQUE_PREPASS
-#endif // MODE_RENDER_DEPTH
#endif // !ALPHA_SCISSOR_USED
+#endif // !MODE_RENDER_DEPTH
#endif // USE_SHADOW_TO_OPACITY
#ifdef MODE_RENDER_DEPTH
diff --git a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl
index 47d273d789..cb07579c4b 100644
--- a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl
+++ b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl
@@ -2235,24 +2235,16 @@ void fragment_shader(in SceneData scene_data) {
}
#ifdef USE_SHADOW_TO_OPACITY
+#ifndef MODE_RENDER_DEPTH
alpha = min(alpha, clamp(length(ambient_light), 0.0, 1.0));
#if defined(ALPHA_SCISSOR_USED)
if (alpha < alpha_scissor) {
discard;
}
-#else
-#ifdef MODE_RENDER_DEPTH
-#ifdef USE_OPAQUE_PREPASS
-
- if (alpha < scene_data.opaque_prepass_threshold) {
- discard;
- }
-
-#endif // USE_OPAQUE_PREPASS
-#endif // MODE_RENDER_DEPTH
#endif // ALPHA_SCISSOR_USED
+#endif // !MODE_RENDER_DEPTH
#endif // USE_SHADOW_TO_OPACITY
#endif //!defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
diff --git a/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl
index f0a5141856..b98ea5a27f 100644
--- a/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl
+++ b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl
@@ -1756,24 +1756,16 @@ void main() {
} //spot lights
#ifdef USE_SHADOW_TO_OPACITY
+#ifndef MODE_RENDER_DEPTH
alpha = min(alpha, clamp(length(ambient_light), 0.0, 1.0));
#if defined(ALPHA_SCISSOR_USED)
if (alpha < alpha_scissor) {
discard;
}
-#else
-#ifdef MODE_RENDER_DEPTH
-#ifdef USE_OPAQUE_PREPASS
-
- if (alpha < scene_data.opaque_prepass_threshold) {
- discard;
- }
-
-#endif // USE_OPAQUE_PREPASS
-#endif // MODE_RENDER_DEPTH
#endif // !ALPHA_SCISSOR_USED
+#endif // !MODE_RENDER_DEPTH
#endif // USE_SHADOW_TO_OPACITY
#endif //!defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)