Fix opaque pre pass not casting shadows

This commit is contained in:
Juan Linietsky 2018-07-22 13:17:32 -03:00
parent 89e1b302b5
commit ad88979841
3 changed files with 8 additions and 2 deletions

View file

@ -91,6 +91,7 @@ layout(std140) uniform SceneData { //ubo:0
mediump float subsurface_scatter_width;
mediump float ambient_occlusion_affect_light;
mediump float ambient_occlusion_affect_ao_channel;
mediump float opaque_prepass_treshold;
bool fog_depth_enabled;
highp float fog_depth_begin;
@ -679,6 +680,7 @@ layout(std140) uniform SceneData {
mediump float subsurface_scatter_width;
mediump float ambient_occlusion_affect_light;
mediump float ambient_occlusion_affect_ao_channel;
mediump float opaque_prepass_treshold;
bool fog_depth_enabled;
highp float fog_depth_begin;
@ -1690,9 +1692,10 @@ FRAGMENT_SHADER_CODE
#ifdef USE_OPAQUE_PREPASS
if (alpha<0.99) {
if (alpha<opaque_prepass_treshold) {
discard;
}
#endif
#if defined(ENABLE_NORMALMAP)