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author | RĂ©mi Verschelde <rverschelde@gmail.com> | 2017-10-20 12:50:30 +0200 |
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committer | GitHub <noreply@github.com> | 2017-10-20 12:50:30 +0200 |
commit | cf5eded9827d7191dc4c2a638353b48199cb6c32 (patch) | |
tree | cec2e35d2e1185f1630e6daffc6fed9bb0731472 | |
parent | eacdcd7239a52ecb378b752bfd529d4f1f7b3957 (diff) | |
parent | e7a370e170a97761a01a1fb537151ff2718afe1a (diff) |
Merge pull request #12227 from hi-ogawa/fix-depth-draw-alpha-prepass-for-shadow
Fix depth draw alpha prepass for shadow
-rw-r--r-- | drivers/gles3/rasterizer_storage_gles3.cpp | 4 |
1 files changed, 3 insertions, 1 deletions
diff --git a/drivers/gles3/rasterizer_storage_gles3.cpp b/drivers/gles3/rasterizer_storage_gles3.cpp index 44a9909bd7..ae4a9d2a03 100644 --- a/drivers/gles3/rasterizer_storage_gles3.cpp +++ b/drivers/gles3/rasterizer_storage_gles3.cpp @@ -2430,7 +2430,9 @@ void RasterizerStorageGLES3::_update_material(Material *material) { if (material->shader && material->shader->mode == VS::SHADER_SPATIAL) { - if (!material->shader->spatial.uses_alpha && material->shader->spatial.blend_mode == Shader::Spatial::BLEND_MODE_MIX) { + Shader::Spatial spatial = material->shader->spatial; + if (spatial.blend_mode == Shader::Spatial::BLEND_MODE_MIX && + (!spatial.uses_alpha || (spatial.uses_alpha && spatial.depth_draw_mode == Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS))) { can_cast_shadow = true; } |