Merge pull request #30745 from clayjohn/gles2-shadow-transparency
Fix GLES2 shadow transparency bug
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commit
6b19da583d
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@ -2287,19 +2287,6 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements,
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prev_unshaded = unshaded;
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}
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bool depth_prepass = false;
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if (!p_alpha_pass && material->shader->spatial.depth_draw_mode == RasterizerStorageGLES2::Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS) {
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depth_prepass = true;
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}
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if (depth_prepass != prev_depth_prepass) {
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state.scene_shader.set_conditional(SceneShaderGLES2::USE_DEPTH_PREPASS, depth_prepass);
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prev_depth_prepass = depth_prepass;
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rebind = true;
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}
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bool base_pass = !accum_pass && !unshaded; //conditions for a base pass
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if (base_pass != prev_base_pass) {
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@ -2434,6 +2421,19 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements,
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}
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}
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bool depth_prepass = false;
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if (!p_alpha_pass && material->shader->spatial.depth_draw_mode == RasterizerStorageGLES2::Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS) {
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depth_prepass = true;
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}
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if (depth_prepass != prev_depth_prepass) {
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state.scene_shader.set_conditional(SceneShaderGLES2::USE_DEPTH_PREPASS, depth_prepass);
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prev_depth_prepass = depth_prepass;
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rebind = true;
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}
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bool instancing = e->instance->base_type == VS::INSTANCE_MULTIMESH;
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if (instancing != prev_instancing) {
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@ -1549,7 +1549,7 @@ FRAGMENT_SHADER_CODE
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#endif // ALPHA_SCISSOR_USED
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#ifdef USE_DEPTH_PREPASS
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if (alpha < 0.99) {
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if (alpha < 0.1) {
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discard;
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}
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#endif // USE_DEPTH_PREPASS
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@ -2112,7 +2112,7 @@ FRAGMENT_SHADER_CODE
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#endif // ALPHA_SCISSOR_USED
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#ifdef USE_DEPTH_PREPASS
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if (alpha < 0.99) {
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if (alpha < 0.1) {
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discard;
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}
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#endif // USE_DEPTH_PREPASS
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