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authorJuan Linietsky <reduzio@gmail.com>2017-12-01 08:42:57 -0300
committerJuan Linietsky <reduzio@gmail.com>2017-12-01 08:45:36 -0300
commit0243803117b2a67a33a9e01cf97e79ea4cf48c54 (patch)
treef17c3f1bc5905dda81c04808f83a0a374493cdda /drivers/gles3/shaders
parentd81c5004b1eb7e2041e18e8f4af1a6ac38be3fce (diff)
Properly take into consideration that VERTEX must be written to in opaque pre pass, does some speed up to scenes using triplanar.
Diffstat (limited to 'drivers/gles3/shaders')
-rw-r--r--drivers/gles3/shaders/scene.glsl2
1 files changed, 2 insertions, 0 deletions
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl
index b2b10fdb11..4d87a1d9d2 100644
--- a/drivers/gles3/shaders/scene.glsl
+++ b/drivers/gles3/shaders/scene.glsl
@@ -263,6 +263,8 @@ uniform highp sampler2D skeleton_texture; //texunit:-1
out highp vec4 position_interp;
+invariant gl_Position;
+
void main() {
highp vec4 vertex = vertex_attrib; // vec4(vertex_attrib.xyz * data_attrib.x,1.0);