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authorRĂ©mi Verschelde <rverschelde@gmail.com>2019-04-01 14:53:18 +0200
committerGitHub <noreply@github.com>2019-04-01 14:53:18 +0200
commitba1a1686592a3b4b7fef6856174fbb29dd36dae5 (patch)
treec60a709b419e9baf21308eda953e20e9ed4e22b8 /drivers/gles2
parent658aaa5c79105b00a5588c820bdb1967720a8f49 (diff)
parent5056b4a02cbb71aea7f424d0e400175787fb0db6 (diff)
Merge pull request #27505 from clayjohn/depth_bug
Keep DEPTH from causing compile error in GLES2
Diffstat (limited to 'drivers/gles2')
-rw-r--r--drivers/gles2/shaders/scene.glsl3
1 files changed, 3 insertions, 0 deletions
diff --git a/drivers/gles2/shaders/scene.glsl b/drivers/gles2/shaders/scene.glsl
index 7e59b63935..5d21c679ba 100644
--- a/drivers/gles2/shaders/scene.glsl
+++ b/drivers/gles2/shaders/scene.glsl
@@ -1466,6 +1466,9 @@ void main() {
float anisotropy = 0.0;
vec2 anisotropy_flow = vec2(1.0, 0.0);
float sss_strength = 0.0; //unused
+ // gl_FragDepth is not available in GLES2, so writing to DEPTH is not converted to gl_FragDepth by Godot compiler resulting in a
+ // compile error because DEPTH is not a variable.
+ float m_DEPTH = 0.0;
float alpha = 1.0;
float side = 1.0;