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Diffstat (limited to 'drivers/gles2/shaders/scene.glsl')
-rw-r--r--drivers/gles2/shaders/scene.glsl12
1 files changed, 6 insertions, 6 deletions
diff --git a/drivers/gles2/shaders/scene.glsl b/drivers/gles2/shaders/scene.glsl
index 3b0bca982d..5d21c679ba 100644
--- a/drivers/gles2/shaders/scene.glsl
+++ b/drivers/gles2/shaders/scene.glsl
@@ -675,15 +675,15 @@ VERTEX_SHADER_CODE
/* clang-format off */
[fragment]
+// texture2DLodEXT and textureCubeLodEXT are fragment shader specific.
+// Do not copy these defines in the vertex section.
#ifndef USE_GLES_OVER_GL
-
#ifdef GL_EXT_shader_texture_lod
#extension GL_EXT_shader_texture_lod : enable
#define texture2DLod(img, coord, lod) texture2DLodEXT(img, coord, lod)
#define textureCubeLod(img, coord, lod) textureCubeLodEXT(img, coord, lod)
#endif
-
-#endif
+#endif // !USE_GLES_OVER_GL
#ifdef GL_ARB_shader_texture_lod
#extension GL_ARB_shader_texture_lod : enable
@@ -694,9 +694,6 @@ VERTEX_SHADER_CODE
#define textureCubeLod(img, coord, lod) textureCube(img, coord, lod)
#endif
-
-
-
#ifdef USE_GLES_OVER_GL
#define lowp
#define mediump
@@ -1469,6 +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;