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-rw-r--r--drivers/gles3/rasterizer_canvas_gles3.cpp1
-rw-r--r--drivers/gles3/shader_gles3.cpp8
-rw-r--r--drivers/gles3/storage/material_storage.cpp6
3 files changed, 6 insertions, 9 deletions
diff --git a/drivers/gles3/rasterizer_canvas_gles3.cpp b/drivers/gles3/rasterizer_canvas_gles3.cpp
index 2b8241cd40..1ddaf3d6a7 100644
--- a/drivers/gles3/rasterizer_canvas_gles3.cpp
+++ b/drivers/gles3/rasterizer_canvas_gles3.cpp
@@ -363,7 +363,6 @@ void RasterizerCanvasGLES3::_render_item(RID p_render_target, const Item *p_item
state.instance_data_array[r_index].dst_rect[i] = 0.0;
state.instance_data_array[r_index].lights[i] = uint32_t(0);
}
- state.instance_data_array[r_index].flags = base_flags;
state.instance_data_array[r_index].color_texture_pixel_size[0] = 0.0;
state.instance_data_array[r_index].color_texture_pixel_size[1] = 0.0;
diff --git a/drivers/gles3/shader_gles3.cpp b/drivers/gles3/shader_gles3.cpp
index 9349722625..4b0986cca1 100644
--- a/drivers/gles3/shader_gles3.cpp
+++ b/drivers/gles3/shader_gles3.cpp
@@ -554,11 +554,9 @@ void ShaderGLES3::_clear_version(Version *p_version) {
for (int i = 0; i < variant_count; i++) {
for (OAHashMap<uint64_t, Version::Specialization>::Iterator it = p_version->variants[i].iter(); it.valid; it = p_version->variants[i].next_iter(it)) {
- if (it.valid) {
- glDeleteShader(it.value->vert_id);
- glDeleteShader(it.value->frag_id);
- glDeleteProgram(it.value->id);
- }
+ glDeleteShader(it.value->vert_id);
+ glDeleteShader(it.value->frag_id);
+ glDeleteProgram(it.value->id);
}
}
diff --git a/drivers/gles3/storage/material_storage.cpp b/drivers/gles3/storage/material_storage.cpp
index f773a6160a..e519c428d2 100644
--- a/drivers/gles3/storage/material_storage.cpp
+++ b/drivers/gles3/storage/material_storage.cpp
@@ -576,10 +576,10 @@ void MaterialStorage::_update_material(Material *p_material) {
}
{
- bool can_cast_shadow = false;
- bool is_animated = false;
-
if (p_material->shader && p_material->shader->mode == RS::SHADER_SPATIAL) {
+ bool can_cast_shadow = false;
+ bool is_animated = false;
+
if (p_material->shader->spatial.blend_mode == Shader::Spatial::BLEND_MODE_MIX &&
(!p_material->shader->spatial.uses_alpha || p_material->shader->spatial.depth_draw_mode == Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS)) {
can_cast_shadow = true;