Merge pull request #91096 from BastiaanOlij/fix_gles3_shadow_to_opacity

Fix issue in shadow to opacity
This commit is contained in:
Rémi Verschelde 2024-04-26 15:13:34 +02:00
commit 34ec486d52
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GPG key ID: C3336907360768E1
3 changed files with 6 additions and 29 deletions

View file

@ -1859,23 +1859,16 @@ void main() {
#endif // !MODE_RENDER_DEPTH
#if defined(USE_SHADOW_TO_OPACITY)
#ifndef MODE_RENDER_DEPTH
alpha = min(alpha, clamp(length(ambient_light), 0.0, 1.0));
#if defined(ALPHA_SCISSOR_USED)
if (alpha < alpha_scissor) {
discard;
}
#else
#ifdef MODE_RENDER_DEPTH
#ifdef USE_OPAQUE_PREPASS
if (alpha < opaque_prepass_threshold) {
discard;
}
#endif // USE_OPAQUE_PREPASS
#endif // MODE_RENDER_DEPTH
#endif // !ALPHA_SCISSOR_USED
#endif // !MODE_RENDER_DEPTH
#endif // USE_SHADOW_TO_OPACITY
#ifdef MODE_RENDER_DEPTH

View file

@ -2235,24 +2235,16 @@ void fragment_shader(in SceneData scene_data) {
}
#ifdef USE_SHADOW_TO_OPACITY
#ifndef MODE_RENDER_DEPTH
alpha = min(alpha, clamp(length(ambient_light), 0.0, 1.0));
#if defined(ALPHA_SCISSOR_USED)
if (alpha < alpha_scissor) {
discard;
}
#else
#ifdef MODE_RENDER_DEPTH
#ifdef USE_OPAQUE_PREPASS
if (alpha < scene_data.opaque_prepass_threshold) {
discard;
}
#endif // USE_OPAQUE_PREPASS
#endif // MODE_RENDER_DEPTH
#endif // ALPHA_SCISSOR_USED
#endif // !MODE_RENDER_DEPTH
#endif // USE_SHADOW_TO_OPACITY
#endif //!defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)

View file

@ -1756,24 +1756,16 @@ void main() {
} //spot lights
#ifdef USE_SHADOW_TO_OPACITY
#ifndef MODE_RENDER_DEPTH
alpha = min(alpha, clamp(length(ambient_light), 0.0, 1.0));
#if defined(ALPHA_SCISSOR_USED)
if (alpha < alpha_scissor) {
discard;
}
#else
#ifdef MODE_RENDER_DEPTH
#ifdef USE_OPAQUE_PREPASS
if (alpha < scene_data.opaque_prepass_threshold) {
discard;
}
#endif // USE_OPAQUE_PREPASS
#endif // MODE_RENDER_DEPTH
#endif // !ALPHA_SCISSOR_USED
#endif // !MODE_RENDER_DEPTH
#endif // USE_SHADOW_TO_OPACITY
#endif //!defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)