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check if FORCE_OPAQUE is available before using it.
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3 changed files with 3 additions and 3 deletions
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@ -94,7 +94,7 @@ void main()
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#endif
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#endif
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gl_FragData[0].xyz = mix(gl_FragData[0].xyz, gl_Fog.color.xyz, fogValue);
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gl_FragData[0].xyz = mix(gl_FragData[0].xyz, gl_Fog.color.xyz, fogValue);
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#if FORCE_OPAQUE
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#if defined(FORCE_OPAQUE) && FORCE_OPAQUE
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// having testing & blending isn't enough - we need to write an opaque pixel to be opaque
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// having testing & blending isn't enough - we need to write an opaque pixel to be opaque
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gl_FragData[0].a = 1.0;
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gl_FragData[0].a = 1.0;
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#endif
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#endif
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@ -45,7 +45,7 @@ void main()
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float fogValue = clamp((linearDepth - gl_Fog.start) * gl_Fog.scale, 0.0, 1.0);
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float fogValue = clamp((linearDepth - gl_Fog.start) * gl_Fog.scale, 0.0, 1.0);
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#endif
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#endif
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#if FORCE_OPAQUE
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#if defined(FORCE_OPAQUE) && FORCE_OPAQUE
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gl_FragData[0].a = 1.0;
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gl_FragData[0].a = 1.0;
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#endif
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#endif
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@ -220,7 +220,7 @@ void main()
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#endif
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#endif
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gl_FragData[0].xyz = mix(gl_FragData[0].xyz, gl_Fog.color.xyz, fogValue);
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gl_FragData[0].xyz = mix(gl_FragData[0].xyz, gl_Fog.color.xyz, fogValue);
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#if FORCE_OPAQUE
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#if defined(FORCE_OPAQUE) && FORCE_OPAQUE
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// having testing & blending isn't enough - we need to write an opaque pixel to be opaque
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// having testing & blending isn't enough - we need to write an opaque pixel to be opaque
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gl_FragData[0].a = 1.0;
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gl_FragData[0].a = 1.0;
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#endif
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#endif
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