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author | Juan Linietsky <reduzio@gmail.com> | 2019-01-27 20:20:07 -0300 |
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committer | Juan Linietsky <reduzio@gmail.com> | 2019-01-27 20:20:07 -0300 |
commit | 2e5ede7a4e0a230373660a6726a90e1c25cf0d37 (patch) | |
tree | 089bf9553b6802f9eda13469e5eede16c6b92058 /drivers/gles2/shaders | |
parent | 11642b92d1b72154268edcde76b0b53d309e22eb (diff) |
Properly discard fragments during depth prepass opaque pass, fixes #23321
Diffstat (limited to 'drivers/gles2/shaders')
-rw-r--r-- | drivers/gles2/shaders/scene.glsl | 6 |
1 files changed, 6 insertions, 0 deletions
diff --git a/drivers/gles2/shaders/scene.glsl b/drivers/gles2/shaders/scene.glsl index c7f5c97133..6c3d3baccd 100644 --- a/drivers/gles2/shaders/scene.glsl +++ b/drivers/gles2/shaders/scene.glsl @@ -1498,6 +1498,12 @@ FRAGMENT_SHADER_CODE } #endif +#ifdef USE_DEPTH_PREPASS + if (alpha < 0.99) { + discard; + } +#endif + #ifdef BASE_PASS //none #ifdef USE_RADIANCE_MAP |