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authorWilson E. Alvarez <wilson.e.alvarez1@gmail.com>2018-11-04 09:14:50 +0000
committerWilson E. Alvarez <wilson.e.alvarez1@gmail.com>2018-11-04 09:14:50 +0000
commite4884cfc752d7f16cf4c9c4477e733df73cde4c4 (patch)
treed60d9044cd5b1fc75943c119e09b3bb0d5751741
parent121cead38e5ea84ec22139df02eee56d822290b7 (diff)
Simplified boolean logic in GLES2/3 rasterizers
-rw-r--r--drivers/gles2/rasterizer_storage_gles2.cpp2
-rw-r--r--drivers/gles3/rasterizer_storage_gles3.cpp2
2 files changed, 2 insertions, 2 deletions
diff --git a/drivers/gles2/rasterizer_storage_gles2.cpp b/drivers/gles2/rasterizer_storage_gles2.cpp
index c4c5093540..5011794735 100644
--- a/drivers/gles2/rasterizer_storage_gles2.cpp
+++ b/drivers/gles2/rasterizer_storage_gles2.cpp
@@ -1602,7 +1602,7 @@ void RasterizerStorageGLES2::_update_material(Material *p_material) {
if (p_material->shader && p_material->shader->mode == VS::SHADER_SPATIAL) {
if (p_material->shader->spatial.blend_mode == Shader::Spatial::BLEND_MODE_MIX &&
- (!p_material->shader->spatial.uses_alpha || (p_material->shader->spatial.uses_alpha && p_material->shader->spatial.depth_draw_mode == Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS))) {
+ (!p_material->shader->spatial.uses_alpha || p_material->shader->spatial.depth_draw_mode == Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS)) {
can_cast_shadow = true;
}
diff --git a/drivers/gles3/rasterizer_storage_gles3.cpp b/drivers/gles3/rasterizer_storage_gles3.cpp
index c06ef805a6..649449a891 100644
--- a/drivers/gles3/rasterizer_storage_gles3.cpp
+++ b/drivers/gles3/rasterizer_storage_gles3.cpp
@@ -2830,7 +2830,7 @@ void RasterizerStorageGLES3::_update_material(Material *material) {
if (material->shader && material->shader->mode == VS::SHADER_SPATIAL) {
if (material->shader->spatial.blend_mode == Shader::Spatial::BLEND_MODE_MIX &&
- (!material->shader->spatial.uses_alpha || (material->shader->spatial.uses_alpha && material->shader->spatial.depth_draw_mode == Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS))) {
+ (!material->shader->spatial.uses_alpha || material->shader->spatial.depth_draw_mode == Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS)) {
can_cast_shadow = true;
}