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authorBastiaan Olij <mux213@gmail.com>2021-07-20 21:40:16 +1000
committerBastiaan Olij <mux213@gmail.com>2021-07-25 13:58:21 +1000
commit1f695828351dd51a86ab1499176a1edbab273cc8 (patch)
treeb74463c277f063916c48e03d0f760023e2987018 /servers/rendering/renderer_rd/renderer_compositor_rd.cpp
parent54b598ffe4f1ba5cc55c947a2cb5192829770088 (diff)
Use fragment shader instead of compute shader for effects for mobile renderer
Diffstat (limited to 'servers/rendering/renderer_rd/renderer_compositor_rd.cpp')
-rw-r--r--servers/rendering/renderer_rd/renderer_compositor_rd.cpp3
1 files changed, 3 insertions, 0 deletions
diff --git a/servers/rendering/renderer_rd/renderer_compositor_rd.cpp b/servers/rendering/renderer_rd/renderer_compositor_rd.cpp
index e6ae66d56f..a7ee0dd141 100644
--- a/servers/rendering/renderer_rd/renderer_compositor_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_compositor_rd.cpp
@@ -280,6 +280,9 @@ RendererCompositorRD::RendererCompositorRD() {
// default to our high end renderer
scene = memnew(RendererSceneRenderImplementation::RenderForwardClustered(storage));
}
+
+ // now we're ready to create our effects,
+ storage->init_effects(!scene->_render_buffers_can_be_storage());
}
RendererCompositorRD::~RendererCompositorRD() {