Fix depth pass for shaders that set POSITION
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@ -2552,7 +2552,7 @@ void RenderForwardClustered::_geometry_instance_add_surface_with_material(Geomet
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SceneShaderForwardClustered::MaterialData *material_shadow = nullptr;
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void *surface_shadow = nullptr;
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if (!p_material->shader_data->uses_particle_trails && !p_material->shader_data->writes_modelview_or_projection && !p_material->shader_data->uses_vertex && !p_material->shader_data->uses_discard && !p_material->shader_data->uses_depth_pre_pass) {
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if (!p_material->shader_data->uses_particle_trails && !p_material->shader_data->writes_modelview_or_projection && !p_material->shader_data->uses_vertex && !p_material->shader_data->uses_position && !p_material->shader_data->uses_discard && !p_material->shader_data->uses_depth_pre_pass) {
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flags |= GeometryInstanceSurfaceDataCache::FLAG_USES_SHARED_SHADOW_MATERIAL;
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material_shadow = (SceneShaderForwardClustered::MaterialData *)storage->material_get_data(scene_shader.default_material, RendererStorageRD::SHADER_TYPE_3D);
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@ -66,6 +66,7 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) {
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unshaded = false;
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uses_vertex = false;
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uses_position = false;
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uses_sss = false;
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uses_transmittance = false;
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uses_screen_texture = false;
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@ -126,6 +127,7 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) {
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actions.write_flag_pointers["MODELVIEW_MATRIX"] = &writes_modelview_or_projection;
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actions.write_flag_pointers["PROJECTION_MATRIX"] = &writes_modelview_or_projection;
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actions.write_flag_pointers["VERTEX"] = &uses_vertex;
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actions.write_flag_pointers["POSITION"] = &uses_position;
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actions.uniforms = &uniforms;
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@ -137,6 +137,7 @@ public:
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bool unshaded;
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bool uses_vertex;
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bool uses_position;
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bool uses_sss;
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bool uses_transmittance;
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bool uses_screen_texture;
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