|
@@ -2467,6 +2467,12 @@ FRAGMENT_SHADER_CODE
|
|
|
frag_color.rgb = mix(pow((frag_color.rgb + vec3(0.055)) * (1.0 / (1.0 + 0.055)), vec3(2.4)), frag_color.rgb * (1.0 / 12.92), vec3(lessThan(frag_color.rgb, vec3(0.04045))));
|
|
|
#endif
|
|
|
|
|
|
+ // Write to the final output once and only once.
|
|
|
+ // Use a temporary in the rest of the shader.
|
|
|
+ // This is for drivers that have a performance drop
|
|
|
+ // when the output is read during the shader.
|
|
|
+ gl_FragColor = frag_color;
|
|
|
+
|
|
|
#else // not RENDER_DEPTH
|
|
|
//depth render
|
|
|
#ifdef USE_RGBA_SHADOWS
|
|
@@ -2474,10 +2480,8 @@ FRAGMENT_SHADER_CODE
|
|
|
highp float depth = ((position_interp.z / position_interp.w) + 1.0) * 0.5 + 0.0; // bias
|
|
|
highp vec4 comp = fract(depth * vec4(255.0 * 255.0 * 255.0, 255.0 * 255.0, 255.0, 1.0));
|
|
|
comp -= comp.xxyz * vec4(0.0, 1.0 / 255.0, 1.0 / 255.0, 1.0 / 255.0);
|
|
|
- frag_color = comp;
|
|
|
+ gl_FragColor = comp;
|
|
|
|
|
|
#endif
|
|
|
#endif
|
|
|
-
|
|
|
- gl_FragColor = frag_color;
|
|
|
}
|