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author | RĂ©mi Verschelde <rverschelde@gmail.com> | 2019-05-24 12:22:01 +0200 |
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committer | GitHub <noreply@github.com> | 2019-05-24 12:22:01 +0200 |
commit | eaff86f8bdcafa9fcd3a1d14ce916c06490a4c2e (patch) | |
tree | e28fffcc78e7f4baa45a57431329dd343d82e39a | |
parent | c8957295a6f86a53810ca7cbd57d8999a4c94f1f (diff) | |
parent | 3365595254521a2d9d88241f4d2ada0fd3325573 (diff) |
Merge pull request #29141 from clayjohn/gles2-fog
Do not compute fog when using unshaded in GLES2
-rw-r--r-- | drivers/gles2/shaders/scene.glsl | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/drivers/gles2/shaders/scene.glsl b/drivers/gles2/shaders/scene.glsl index ac5af31153..2aef913ae8 100644 --- a/drivers/gles2/shaders/scene.glsl +++ b/drivers/gles2/shaders/scene.glsl @@ -2133,8 +2133,6 @@ FRAGMENT_SHADER_CODE #endif // gl_FragColor = vec4(normal, 1.0); -#endif //unshaded - //apply fog #if defined(FOG_DEPTH_ENABLED) || defined(FOG_HEIGHT_ENABLED) @@ -2189,6 +2187,8 @@ FRAGMENT_SHADER_CODE #endif // defined(FOG_DEPTH_ENABLED) || defined(FOG_HEIGHT_ENABLED) +#endif //unshaded + #else // not RENDER_DEPTH //depth render #ifdef USE_RGBA_SHADOWS |