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@@ -2349,10 +2349,6 @@ void RasterizerSceneGLES3::_add_geometry_with_material(RasterizerStorageGLES3::G
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state.used_screen_texture = true;
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}
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- if (p_material->shader->spatial.uses_depth_texture) {
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- state.used_depth_texture = true;
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- }
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-
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if (p_depth_pass) {
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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)
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@@ -3169,7 +3165,7 @@ void RasterizerSceneGLES3::_fill_render_list(InstanceBase **p_cull_result, int p
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current_material_index = 0;
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state.used_sss = false;
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state.used_screen_texture = false;
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- state.used_depth_texture = false;
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+
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//fill list
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for (int i = 0; i < p_cull_count; i++) {
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@@ -3634,7 +3630,6 @@ void RasterizerSceneGLES3::_post_process(Environment *env, const CameraMatrix &p
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if (storage->frame.current_rt->buffers.active) {
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//transfer to effect buffer if using buffers, also resolve MSAA
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- glReadBuffer(GL_COLOR_ATTACHMENT0);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[0].sizes[0].fbo);
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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);
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@@ -4191,7 +4186,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
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glColorMask(1, 1, 1, 1);
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- if (state.used_contact_shadows || state.used_depth_texture) {
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+ if (state.used_contact_shadows) {
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glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo);
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glReadBuffer(GL_COLOR_ATTACHMENT0);
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