Fix shadow mapping with RGBA textures on html
(cherry picked from commit 6ec7686a0c
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1f772917d2
commit
b7c3fd0711
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@ -120,7 +120,7 @@ void RasterizerSceneGLES2::shadow_atlas_set_size(RID p_atlas, int p_size) {
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//maximum compatibility, renderbuffer and RGBA shadow
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glGenRenderbuffers(1, &shadow_atlas->depth);
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glBindRenderbuffer(GL_RENDERBUFFER, directional_shadow.depth);
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glBindRenderbuffer(GL_RENDERBUFFER, shadow_atlas->depth);
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glRenderbufferStorage(GL_RENDERBUFFER, storage->config.depth_internalformat, shadow_atlas->size, shadow_atlas->size);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, shadow_atlas->depth);
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@ -3093,6 +3093,10 @@ void RasterizerSceneGLES2::render_shadow(RID p_light, RID p_shadow_atlas, int p_
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glEnable(GL_SCISSOR_TEST);
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glClearDepth(1.0f);
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glClear(GL_DEPTH_BUFFER_BIT);
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if (storage->config.use_rgba_3d_shadows) {
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glClearColor(1.0, 1.0, 1.0, 1.0);
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glClear(GL_COLOR_BUFFER_BIT);
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}
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glDisable(GL_SCISSOR_TEST);
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if (light->reverse_cull) {
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@ -5333,7 +5333,7 @@ void RasterizerStorageGLES2::initialize() {
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config.support_depth_cubemaps = true;
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#else
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config.use_rgba_2d_shadows = !(config.float_texture_supported && config.extensions.has("GL_EXT_texture_rg"));
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config.support_depth_texture = config.extensions.has("GL_OES_depth_texture");
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config.support_depth_texture = config.extensions.has("GL_OES_depth_texture") || config.extensions.has("WEBGL_depth_texture");
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config.use_rgba_3d_shadows = !config.support_depth_texture;
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config.support_depth_cubemaps = config.extensions.has("GL_OES_depth_texture_cube_map");
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#endif
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