|
@@ -81,7 +81,7 @@ by using ``hint_depth_texture``.
|
|
|
|
|
|
.. code-block:: glsl
|
|
|
|
|
|
- uniform sampler2D depth_texture : source_color, hint_depth_texture;
|
|
|
+ uniform sampler2D depth_texture : hint_depth_texture;
|
|
|
|
|
|
Once defined, the depth texture can be read with the ``texture()`` function.
|
|
|
|
|
@@ -178,7 +178,7 @@ line is commented out.
|
|
|
// Prevent the quad from being affected by lighting and fog. This also improves performance.
|
|
|
render_mode unshaded, fog_disabled;
|
|
|
|
|
|
- uniform sampler2D depth_texture : source_color, hint_depth_texture;
|
|
|
+ uniform sampler2D depth_texture : hint_depth_texture;
|
|
|
|
|
|
void vertex() {
|
|
|
POSITION = vec4(VERTEX.xy, 1.0, 1.0);
|