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@ -1556,8 +1556,8 @@ vec4 secondary_fragment_color = vec4(0.0);
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if (state.shadow_rendering) {
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if (state.shadow_rendering) {
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out += R"(
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out += R"(
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#if ALLOW_SHADOW
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#if ALLOW_SHADOW
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uint d = uint(clamp(depth, 0.0, 1.0) * 0xFFFFFF);
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uint d = uint(clamp(depth, 0.0, 1.0) * float(0xFFFFFF));
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uint s = uint(last_tex_env_out.g * 0xFF);
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uint s = uint(last_tex_env_out.g * float(0xFF));
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ivec2 image_coord = ivec2(gl_FragCoord.xy);
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ivec2 image_coord = ivec2(gl_FragCoord.xy);
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uint old = imageLoad(shadow_buffer, image_coord).x;
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uint old = imageLoad(shadow_buffer, image_coord).x;
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