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@@ -1121,13 +1121,23 @@ bool RasterizerSceneGLES3::_setup_material(RasterizerStorageGLES3::Material *p_m
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if (state.current_depth_draw != p_material->shader->spatial.depth_draw_mode) {
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switch (p_material->shader->spatial.depth_draw_mode) {
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- case RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS:
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+ case RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS: {
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+ glDepthMask(GL_TRUE);
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+ // If some transparent objects write to depth, we need to re-copy depth texture when we need it
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+ if (p_alpha_pass && !state.used_depth_prepass) {
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+ state.prepared_depth_texture = false;
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+ }
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+ } break;
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case RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_OPAQUE: {
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glDepthMask(!p_alpha_pass);
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} break;
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case RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_ALWAYS: {
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glDepthMask(GL_TRUE);
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+ // If some transparent objects write to depth, we need to re-copy depth texture when we need it
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+ if (p_alpha_pass) {
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+ state.prepared_depth_texture = false;
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+ }
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} break;
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case RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_NEVER: {
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glDepthMask(GL_FALSE);
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@@ -4616,6 +4626,8 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
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return;
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}
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+ if (env && (env->dof_blur_far_enabled || env->dof_blur_near_enabled) && storage->frame.current_rt && storage->frame.current_rt->buffers.active)
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+ _prepare_depth_texture();
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_post_process(env, p_cam_projection);
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// Needed only for debugging
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/* if (shadow_atlas && storage->frame.current_rt) {
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