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only render depth with alpha prepass on prepass

This commit is contained in:
clayjohn
2019-10-11 22:34:10 -07:00
parent 74ab8be57a
commit 071bf81750
2 changed files with 4 additions and 4 deletions

View File

@@ -1093,7 +1093,7 @@ void RasterizerSceneGLES3::gi_probe_instance_set_bounds(RID p_probe, const Vecto
////////////////////////////
////////////////////////////
bool RasterizerSceneGLES3::_setup_material(RasterizerStorageGLES3::Material *p_material, bool p_alpha_pass) {
bool RasterizerSceneGLES3::_setup_material(RasterizerStorageGLES3::Material *p_material, bool p_depth_pass, bool p_alpha_pass) {
/* this is handled outside
if (p_material->shader->spatial.cull_mode == RasterizerStorageGLES3::Shader::Spatial::CULL_MODE_DISABLED) {
@@ -1121,7 +1121,7 @@ bool RasterizerSceneGLES3::_setup_material(RasterizerStorageGLES3::Material *p_m
if (state.current_depth_draw != p_material->shader->spatial.depth_draw_mode) {
switch (p_material->shader->spatial.depth_draw_mode) {
case RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS: {
glDepthMask(GL_TRUE);
glDepthMask(p_depth_pass);
// If some transparent objects write to depth, we need to re-copy depth texture when we need it
if (p_alpha_pass && !state.used_depth_prepass) {
state.prepared_depth_texture = false;
@@ -2241,7 +2241,7 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_
storage->info.render.material_switch_count++;
rebind = _setup_material(material, p_alpha_pass);
rebind = _setup_material(material, use_opaque_prepass, p_alpha_pass);
if (rebind) {
storage->info.render.shader_rebind_count++;