Merge pull request #84211 from clayjohn/a2c
Fix bug with alpha to coverage by enabling depth discard when using alpha to coverage
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commit
93cdacbb0a
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@ -1019,13 +1019,11 @@ void fragment_shader(in SceneData scene_data) {
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#endif // ALPHA_ANTIALIASING_EDGE_USED
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#ifdef MODE_RENDER_DEPTH
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#ifdef USE_OPAQUE_PREPASS
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#ifndef ALPHA_SCISSOR_USED
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#if defined(USE_OPAQUE_PREPASS) || defined(ALPHA_ANTIALIASING_EDGE_USED)
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if (alpha < scene_data.opaque_prepass_threshold) {
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discard;
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}
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#endif // !ALPHA_SCISSOR_USED
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#endif // USE_OPAQUE_PREPASS
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#endif // USE_OPAQUE_PREPASS || ALPHA_ANTIALIASING_EDGE_USED
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#endif // MODE_RENDER_DEPTH
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#endif // !USE_SHADOW_TO_OPACITY
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@ -854,13 +854,11 @@ void main() {
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#endif // ALPHA_ANTIALIASING_EDGE_USED
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#ifdef MODE_RENDER_DEPTH
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#ifdef USE_OPAQUE_PREPASS
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#ifndef ALPHA_SCISSOR_USED
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#if defined(USE_OPAQUE_PREPASS) || defined(ALPHA_ANTIALIASING_EDGE_USED)
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if (alpha < scene_data.opaque_prepass_threshold) {
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discard;
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}
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#endif // !ALPHA_SCISSOR_USED
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#endif // USE_OPAQUE_PREPASS
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#endif // USE_OPAQUE_PREPASS || ALPHA_ANTIALIASING_EDGE_USED
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#endif // MODE_RENDER_DEPTH
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#endif // !USE_SHADOW_TO_OPACITY
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