godot/servers/rendering/renderer_rd/forward_mobile
clayjohn 51fd44318f Avoid default fallback material when using world_vertex_coords
This avoids z-fighting between the opaque shader and the depth prepass shader

(cherry picked from commit 04846c1d6d)
2023-10-24 19:00:16 +02:00
..
SCsub Create mobile renderer 2021-05-03 21:54:11 +10:00
render_forward_mobile.cpp Avoid default fallback material when using world_vertex_coords 2023-10-24 19:00:16 +02:00
render_forward_mobile.h One Copyright Update to rule them all 2023-01-05 13:25:55 +01:00
scene_shader_forward_mobile.cpp Avoid default fallback material when using world_vertex_coords 2023-10-24 19:00:16 +02:00
scene_shader_forward_mobile.h Re-implement the PSSM_SPLITS debug option 2023-04-28 17:53:56 -07:00