depth buffer accessible in transparent pass
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2 changed files with 2 additions and 1 deletions
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@ -146,7 +146,7 @@ function transparentPass(entities, colorbuffer, dsbuffer, shadowmap)
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beginBlock("transparent_pass")
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pass(getCameraParams())
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bindTextures({ shadowmap, SHADOW_ATLAS, REFLECTION_PROBES }, 5);
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bindTextures({ shadowmap, SHADOW_ATLAS, REFLECTION_PROBES, dsbuffer }, 5);
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renderBucket(entities.transparent, transparent_state)
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local view_params = getCameraParams()
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renderParticles(view_params)
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@ -215,6 +215,7 @@ function surface_shader_ex(args)
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#if !defined DEPTH && !defined DEFERRED && !defined GRASS
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layout (binding=6) uniform sampler2D u_shadow_atlas;
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layout (binding=7) uniform samplerCubeArray u_reflection_probes;
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layout (binding=8) uniform sampler2D u_depthbuffer;
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#endif
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layout(location = 0) in vec2 v_uv;
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