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authorRĂ©mi Verschelde <rverschelde@gmail.com>2019-01-25 16:01:46 +0100
committerGitHub <noreply@github.com>2019-01-25 16:01:46 +0100
commit3b2e854f4bbcac2f5ed752c95a7d2dbcd5f5f915 (patch)
tree1319f77eb03700b83b29b34121b32ca8dddd9f84
parenta1157e8c5f099549ed839e6bac407e70e79179de (diff)
parentfe72e69c795d7227b82c8f5a9b43aebc1eec826f (diff)
Merge pull request #25322 from godotengine/revert-25319-fix_contact_shadow_502
Revert "Fix GLES3 error 502 on iOS"
-rw-r--r--drivers/gles3/rasterizer_scene_gles3.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp
index 82fce918ea..b7b3d3d6a4 100644
--- a/drivers/gles3/rasterizer_scene_gles3.cpp
+++ b/drivers/gles3/rasterizer_scene_gles3.cpp
@@ -4172,7 +4172,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
if (state.used_contact_shadows) {
glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo);
- glReadBuffer(GL_DEPTH_ATTACHMENT);
+ glReadBuffer(GL_COLOR_ATTACHMENT0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, storage->frame.current_rt->fbo);
glBlitFramebuffer(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, 0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, GL_DEPTH_BUFFER_BIT, GL_NEAREST);
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);