From 8a8c4c79829297721ef918158c5eb09950e9ef35 Mon Sep 17 00:00:00 2001 From: lawnjelly Date: Sat, 18 May 2024 07:30:10 +0100 Subject: [PATCH] Fix fragcolor write locations in scene shaders --- drivers/gles2/shaders/scene.glsl | 10 +++++++--- 1 file changed, 7 insertions(+), 3 deletions(-) diff --git a/drivers/gles2/shaders/scene.glsl b/drivers/gles2/shaders/scene.glsl index 59a8d43ba..1e07d55b3 100644 --- a/drivers/gles2/shaders/scene.glsl +++ b/drivers/gles2/shaders/scene.glsl @@ -2330,6 +2330,12 @@ FRAGMENT_SHADER_CODE frag_color.rgb = mix(pow((frag_color.rgb + vec3(0.055)) * (1.0 / (1.0 + 0.055)), vec3(2.4)), frag_color.rgb * (1.0 / 12.92), vec3(lessThan(frag_color.rgb, vec3(0.04045)))); #endif + // Write to the final output once and only once. + // Use a temporary in the rest of the shader. + // This is for drivers that have a performance drop + // when the output is read during the shader. + gl_FragColor = frag_color; + #else // not RENDER_DEPTH //depth render #ifdef USE_RGBA_SHADOWS @@ -2337,10 +2343,8 @@ FRAGMENT_SHADER_CODE highp float depth = ((position_interp.z / position_interp.w) + 1.0) * 0.5 + 0.0; // bias highp vec4 comp = fract(depth * vec4(255.0 * 255.0 * 255.0, 255.0 * 255.0, 255.0, 1.0)); comp -= comp.xxyz * vec4(0.0, 1.0 / 255.0, 1.0 / 255.0, 1.0 / 255.0); - frag_color = comp; + gl_FragColor = comp; #endif #endif - - gl_FragColor = frag_color; }