From e581b61ecb758e7d2c6141c18699710817a964ff Mon Sep 17 00:00:00 2001 From: Bret Curtis Date: Wed, 6 Oct 2021 08:05:10 +0200 Subject: [PATCH] check if FORCE_OPAQUE is available before using it. --- files/shaders/nv_default_fragment.glsl | 2 +- files/shaders/nv_nolighting_fragment.glsl | 2 +- files/shaders/objects_fragment.glsl | 2 +- 3 files changed, 3 insertions(+), 3 deletions(-) diff --git a/files/shaders/nv_default_fragment.glsl b/files/shaders/nv_default_fragment.glsl index 38dca66c40..245f83b620 100644 --- a/files/shaders/nv_default_fragment.glsl +++ b/files/shaders/nv_default_fragment.glsl @@ -94,7 +94,7 @@ void main() #endif gl_FragData[0].xyz = mix(gl_FragData[0].xyz, gl_Fog.color.xyz, fogValue); -#if FORCE_OPAQUE +#if defined(FORCE_OPAQUE) && FORCE_OPAQUE // having testing & blending isn't enough - we need to write an opaque pixel to be opaque gl_FragData[0].a = 1.0; #endif diff --git a/files/shaders/nv_nolighting_fragment.glsl b/files/shaders/nv_nolighting_fragment.glsl index 76b01828d6..7c4f4737e0 100644 --- a/files/shaders/nv_nolighting_fragment.glsl +++ b/files/shaders/nv_nolighting_fragment.glsl @@ -45,7 +45,7 @@ void main() float fogValue = clamp((linearDepth - gl_Fog.start) * gl_Fog.scale, 0.0, 1.0); #endif -#if FORCE_OPAQUE +#if defined(FORCE_OPAQUE) && FORCE_OPAQUE gl_FragData[0].a = 1.0; #endif diff --git a/files/shaders/objects_fragment.glsl b/files/shaders/objects_fragment.glsl index c343b6a189..6f6cede4e4 100644 --- a/files/shaders/objects_fragment.glsl +++ b/files/shaders/objects_fragment.glsl @@ -220,7 +220,7 @@ void main() #endif gl_FragData[0].xyz = mix(gl_FragData[0].xyz, gl_Fog.color.xyz, fogValue); -#if FORCE_OPAQUE +#if defined(FORCE_OPAQUE) && FORCE_OPAQUE // having testing & blending isn't enough - we need to write an opaque pixel to be opaque gl_FragData[0].a = 1.0; #endif