keep DEPTH from causing compile error in GLES2

This commit is contained in:
clayjohn 2019-03-28 22:14:41 -07:00
parent 805eec7643
commit 5056b4a02c

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@ -1466,6 +1466,9 @@ void main() {
float anisotropy = 0.0;
vec2 anisotropy_flow = vec2(1.0, 0.0);
float sss_strength = 0.0; //unused
// gl_FragDepth is not available in GLES2, so writing to DEPTH is not converted to gl_FragDepth by Godot compiler resulting in a
// compile error because DEPTH is not a variable.
float m_DEPTH = 0.0;
float alpha = 1.0;
float side = 1.0;