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authorRémi Verschelde <rverschelde@gmail.com>2022-11-11 10:54:55 +0100
committerRémi Verschelde <rverschelde@gmail.com>2022-11-11 10:54:55 +0100
commitaae4b3d9d0ec71119ac0a61db48ec59da5f87840 (patch)
tree32f0e1a65c89c8a91fb94a5d9b2a38807f4ba90c /servers
parenta2ad59fb8e77197016ef99f067faf629f8bde8d5 (diff)
parenta7adc7ab37fcfd19aba123f030e8973738eaa455 (diff)
Merge pull request #68496 from clayjohn/RD-point
Ensure user shader is used in depth pass when point size is used
Diffstat (limited to 'servers')
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
index ceed287184..0e4a223f69 100644
--- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
+++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
@@ -3349,7 +3349,7 @@ void RenderForwardClustered::_geometry_instance_add_surface_with_material(Geomet
SceneShaderForwardClustered::MaterialData *material_shadow = nullptr;
void *surface_shadow = nullptr;
- if (!p_material->shader_data->uses_particle_trails && !p_material->shader_data->writes_modelview_or_projection && !p_material->shader_data->uses_vertex && !p_material->shader_data->uses_position && !p_material->shader_data->uses_discard && !p_material->shader_data->uses_depth_pre_pass && !p_material->shader_data->uses_alpha_clip && p_material->shader_data->cull_mode == SceneShaderForwardClustered::ShaderData::CULL_BACK) {
+ if (!p_material->shader_data->uses_particle_trails && !p_material->shader_data->writes_modelview_or_projection && !p_material->shader_data->uses_vertex && !p_material->shader_data->uses_position && !p_material->shader_data->uses_discard && !p_material->shader_data->uses_depth_pre_pass && !p_material->shader_data->uses_alpha_clip && p_material->shader_data->cull_mode == SceneShaderForwardClustered::ShaderData::CULL_BACK && !p_material->shader_data->uses_point_size) {
flags |= GeometryInstanceSurfaceDataCache::FLAG_USES_SHARED_SHADOW_MATERIAL;
material_shadow = static_cast<SceneShaderForwardClustered::MaterialData *>(RendererRD::MaterialStorage::get_singleton()->material_get_data(scene_shader.default_material, RendererRD::MaterialStorage::SHADER_TYPE_3D));