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path: root/drivers/gles3/storage/material_storage.cpp
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Diffstat (limited to 'drivers/gles3/storage/material_storage.cpp')
-rw-r--r--drivers/gles3/storage/material_storage.cpp6
1 files changed, 3 insertions, 3 deletions
diff --git a/drivers/gles3/storage/material_storage.cpp b/drivers/gles3/storage/material_storage.cpp
index ebafdc88d8..53ab3d2367 100644
--- a/drivers/gles3/storage/material_storage.cpp
+++ b/drivers/gles3/storage/material_storage.cpp
@@ -3237,7 +3237,7 @@ void SceneShaderData::set_code(const String &p_code) {
uses_alpha = false;
uses_alpha_clip = false;
uses_blend_alpha = false;
- uses_depth_pre_pass = false;
+ uses_depth_prepass_alpha = false;
uses_discard = false;
uses_roughness = false;
uses_normal = false;
@@ -3288,7 +3288,7 @@ void SceneShaderData::set_code(const String &p_code) {
// Use alpha clip pipeline for alpha hash/dither.
// This prevents sorting issues inherent to alpha blending and allows such materials to cast shadows.
actions.usage_flag_pointers["ALPHA_HASH_SCALE"] = &uses_alpha_clip;
- actions.render_mode_flags["depth_prepass_alpha"] = &uses_depth_pre_pass;
+ actions.render_mode_flags["depth_prepass_alpha"] = &uses_depth_prepass_alpha;
actions.usage_flag_pointers["SSS_STRENGTH"] = &uses_sss;
actions.usage_flag_pointers["SSS_TRANSMITTANCE_DEPTH"] = &uses_transmittance;
@@ -3398,7 +3398,7 @@ bool SceneShaderData::casts_shadows() const {
bool has_base_alpha = (uses_alpha && !uses_alpha_clip) || has_read_screen_alpha;
bool has_alpha = has_base_alpha || uses_blend_alpha;
- return !has_alpha || (uses_depth_pre_pass && !(depth_draw == DEPTH_DRAW_DISABLED || depth_test == DEPTH_TEST_DISABLED));
+ return !has_alpha || (uses_depth_prepass_alpha && !(depth_draw == DEPTH_DRAW_DISABLED || depth_test == DEPTH_TEST_DISABLED));
}
RS::ShaderNativeSourceCode SceneShaderData::get_native_source_code() const {