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This is necessary as the scene shader still uses alpha in this case so we can't discard fragments that weren't written to the depth buffer |
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.. | ||
effects | ||
environment | ||
shaders | ||
storage | ||
rasterizer_canvas_gles3.cpp | ||
rasterizer_canvas_gles3.h | ||
rasterizer_gles3.cpp | ||
rasterizer_gles3.h | ||
rasterizer_scene_gles3.cpp | ||
rasterizer_scene_gles3.h | ||
SCsub | ||
shader_gles3.cpp | ||
shader_gles3.h |