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authorRĂ©mi Verschelde <rverschelde@gmail.com>2019-05-24 12:22:01 +0200
committerGitHub <noreply@github.com>2019-05-24 12:22:01 +0200
commiteaff86f8bdcafa9fcd3a1d14ce916c06490a4c2e (patch)
treee28fffcc78e7f4baa45a57431329dd343d82e39a
parentc8957295a6f86a53810ca7cbd57d8999a4c94f1f (diff)
parent3365595254521a2d9d88241f4d2ada0fd3325573 (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.glsl4
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