Merge pull request #88787 from dsnopek/webxr-depth-draw-fix
Fix rendering issue with depth in WebXR
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commit
86807721e3
1 changed files with 1 additions and 3 deletions
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@ -913,8 +913,7 @@ ivec2 multiview_uv(ivec2 uv) {
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uniform highp mat4 world_transform;
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uniform highp mat4 world_transform;
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uniform mediump float opaque_prepass_threshold;
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uniform mediump float opaque_prepass_threshold;
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#ifndef MODE_RENDER_DEPTH
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#if defined(RENDER_MATERIAL)
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#ifdef RENDER_MATERIAL
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layout(location = 0) out vec4 albedo_output_buffer;
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layout(location = 0) out vec4 albedo_output_buffer;
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layout(location = 1) out vec4 normal_output_buffer;
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layout(location = 1) out vec4 normal_output_buffer;
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layout(location = 2) out vec4 orm_output_buffer;
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layout(location = 2) out vec4 orm_output_buffer;
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@ -925,7 +924,6 @@ layout(location = 3) out vec4 emission_output_buffer;
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layout(location = 0) out vec4 frag_color;
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layout(location = 0) out vec4 frag_color;
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#endif // !RENDER_MATERIAL
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#endif // !RENDER_MATERIAL
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#endif // !MODE_RENDER_DEPTH
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vec3 F0(float metallic, float specular, vec3 albedo) {
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vec3 F0(float metallic, float specular, vec3 albedo) {
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float dielectric = 0.16 * specular * specular;
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float dielectric = 0.16 * specular * specular;
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