Fix usage of source_color with hint_depth_texture

This commit is contained in:
tetrapod00
2024-12-13 19:33:47 -08:00
parent 19f5643c46
commit 6f0e3bcfaf

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@@ -81,7 +81,7 @@ by using ``hint_depth_texture``.
.. code-block:: glsl
uniform sampler2D depth_texture : source_color, hint_depth_texture;
uniform sampler2D depth_texture : hint_depth_texture;
Once defined, the depth texture can be read with the ``texture()`` function.
@@ -178,7 +178,7 @@ line is commented out.
// Prevent the quad from being affected by lighting and fog. This also improves performance.
render_mode unshaded, fog_disabled;
uniform sampler2D depth_texture : source_color, hint_depth_texture;
uniform sampler2D depth_texture : hint_depth_texture;
void vertex() {
POSITION = vec4(VERTEX.xy, 1.0, 1.0);