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authorJuan Linietsky <reduzio@gmail.com>2019-01-27 20:20:07 -0300
committerJuan Linietsky <reduzio@gmail.com>2019-01-27 20:20:07 -0300
commit2e5ede7a4e0a230373660a6726a90e1c25cf0d37 (patch)
tree089bf9553b6802f9eda13469e5eede16c6b92058 /drivers/gles2/shaders
parent11642b92d1b72154268edcde76b0b53d309e22eb (diff)
Properly discard fragments during depth prepass opaque pass, fixes #23321
Diffstat (limited to 'drivers/gles2/shaders')
-rw-r--r--drivers/gles2/shaders/scene.glsl6
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