diff options
author | clayjohn <claynjohn@gmail.com> | 2019-03-28 22:14:41 -0700 |
---|---|---|
committer | clayjohn <claynjohn@gmail.com> | 2019-03-28 22:14:41 -0700 |
commit | 5056b4a02cbb71aea7f424d0e400175787fb0db6 (patch) | |
tree | c30dc041be7db7e86485ec361b5b64e3afb49439 | |
parent | 805eec7643a4b2a8b8ed521e213ae8189acaba40 (diff) |
keep DEPTH from causing compile error in GLES2
-rw-r--r-- | drivers/gles2/shaders/scene.glsl | 3 |
1 files changed, 3 insertions, 0 deletions
diff --git a/drivers/gles2/shaders/scene.glsl b/drivers/gles2/shaders/scene.glsl index 7e59b63935..5d21c679ba 100644 --- a/drivers/gles2/shaders/scene.glsl +++ b/drivers/gles2/shaders/scene.glsl @@ -1466,6 +1466,9 @@ void main() { float anisotropy = 0.0; vec2 anisotropy_flow = vec2(1.0, 0.0); float sss_strength = 0.0; //unused + // gl_FragDepth is not available in GLES2, so writing to DEPTH is not converted to gl_FragDepth by Godot compiler resulting in a + // compile error because DEPTH is not a variable. + float m_DEPTH = 0.0; float alpha = 1.0; float side = 1.0; |