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author | RĂ©mi Verschelde <rverschelde@gmail.com> | 2019-04-01 14:53:18 +0200 |
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committer | GitHub <noreply@github.com> | 2019-04-01 14:53:18 +0200 |
commit | ba1a1686592a3b4b7fef6856174fbb29dd36dae5 (patch) | |
tree | c60a709b419e9baf21308eda953e20e9ed4e22b8 /drivers/gles2 | |
parent | 658aaa5c79105b00a5588c820bdb1967720a8f49 (diff) | |
parent | 5056b4a02cbb71aea7f424d0e400175787fb0db6 (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.glsl | 3 |
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; |