From e35ccf92d054b26962f8f31ae502c47471649a23 Mon Sep 17 00:00:00 2001 From: David Snopek Date: Sat, 24 Feb 2024 16:52:14 -0600 Subject: [PATCH] Fix rendering issue with depth in WebXR --- drivers/gles3/shaders/scene.glsl | 4 +--- 1 file changed, 1 insertion(+), 3 deletions(-) diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl index a6db90c3f543..d73407d67487 100644 --- a/drivers/gles3/shaders/scene.glsl +++ b/drivers/gles3/shaders/scene.glsl @@ -913,8 +913,7 @@ ivec2 multiview_uv(ivec2 uv) { uniform highp mat4 world_transform; uniform mediump float opaque_prepass_threshold; -#ifndef MODE_RENDER_DEPTH -#ifdef RENDER_MATERIAL +#if defined(RENDER_MATERIAL) layout(location = 0) out vec4 albedo_output_buffer; layout(location = 1) out vec4 normal_output_buffer; layout(location = 2) out vec4 orm_output_buffer; @@ -925,7 +924,6 @@ layout(location = 3) out vec4 emission_output_buffer; layout(location = 0) out vec4 frag_color; #endif // !RENDER_MATERIAL -#endif // !MODE_RENDER_DEPTH vec3 F0(float metallic, float specular, vec3 albedo) { float dielectric = 0.16 * specular * specular;