diff options
Diffstat (limited to 'drivers/gles3/rasterizer_scene_gles3.cpp')
-rw-r--r-- | drivers/gles3/rasterizer_scene_gles3.cpp | 9 |
1 files changed, 2 insertions, 7 deletions
diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp index 0c7d8c53d4..309f8b506c 100644 --- a/drivers/gles3/rasterizer_scene_gles3.cpp +++ b/drivers/gles3/rasterizer_scene_gles3.cpp @@ -2349,10 +2349,6 @@ void RasterizerSceneGLES3::_add_geometry_with_material(RasterizerStorageGLES3::G state.used_screen_texture = true; } - if (p_material->shader->spatial.uses_depth_texture) { - state.used_depth_texture = true; - } - if (p_depth_pass) { if (has_blend_alpha || p_material->shader->spatial.uses_depth_texture || (has_base_alpha && p_material->shader->spatial.depth_draw_mode != RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS) || p_material->shader->spatial.depth_draw_mode == RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_NEVER || p_material->shader->spatial.no_depth_test) @@ -3169,7 +3165,7 @@ void RasterizerSceneGLES3::_fill_render_list(InstanceBase **p_cull_result, int p current_material_index = 0; state.used_sss = false; state.used_screen_texture = false; - state.used_depth_texture = false; + //fill list for (int i = 0; i < p_cull_count; i++) { @@ -3634,7 +3630,6 @@ void RasterizerSceneGLES3::_post_process(Environment *env, const CameraMatrix &p if (storage->frame.current_rt->buffers.active) { //transfer to effect buffer if using buffers, also resolve MSAA - glReadBuffer(GL_COLOR_ATTACHMENT0); glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[0].sizes[0].fbo); glBlitFramebuffer(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, 0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, GL_COLOR_BUFFER_BIT, GL_NEAREST); @@ -4191,7 +4186,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const glColorMask(1, 1, 1, 1); - if (state.used_contact_shadows || state.used_depth_texture) { + if (state.used_contact_shadows) { glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo); glReadBuffer(GL_COLOR_ATTACHMENT0); |