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Fix transparent viewport backgrounds with custom clear color
(cherry picked from commit 6effd3cde7)
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@@ -1734,7 +1734,7 @@ void RasterizerSceneGLES3::render_scene(const Ref<RenderSceneBuffers> &p_render_
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RenderDataGLES3 render_data;
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{
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render_data.render_buffers = rb;
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render_data.transparent_bg = rb.is_valid() ? rb->is_transparent : false;
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render_data.transparent_bg = rb.is_valid() ? rt->is_transparent : false;
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// Our first camera is used by default
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render_data.cam_transform = p_camera_data->main_transform;
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render_data.inv_cam_transform = render_data.cam_transform.affine_inverse();
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@@ -1980,6 +1980,7 @@ void RasterizerSceneGLES3::render_scene(const Ref<RenderSceneBuffers> &p_render_
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}
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if (!keep_color) {
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clear_color.a = render_data.transparent_bg ? 0.0f : 1.0f;
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glClearBufferfv(GL_COLOR, 0, clear_color.components);
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}
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RENDER_TIMESTAMP("Render Opaque Pass");
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@@ -38,8 +38,6 @@ RenderSceneBuffersGLES3::~RenderSceneBuffersGLES3() {
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}
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void RenderSceneBuffersGLES3::configure(RID p_render_target, const Size2i p_internal_size, const Size2i p_target_size, RS::ViewportScaling3DMode p_scaling_3d_mode, float p_fsr_sharpness, float p_texture_mipmap_bias, RS::ViewportMSAA p_msaa, RenderingServer::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_taa, bool p_use_debanding, uint32_t p_view_count) {
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GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
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//internal_size.x = p_internal_size.x; // ignore for now
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//internal_size.y = p_internal_size.y;
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width = p_target_size.x;
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@@ -54,10 +52,6 @@ void RenderSceneBuffersGLES3::configure(RID p_render_target, const Size2i p_inte
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view_count = p_view_count;
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free_render_buffer_data();
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GLES3::RenderTarget *rt = texture_storage->get_render_target(p_render_target);
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is_transparent = rt->is_transparent;
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}
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void RenderSceneBuffersGLES3::free_render_buffer_data() {
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@@ -58,8 +58,6 @@ public:
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//bool use_debanding = false;
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uint32_t view_count = 1;
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bool is_transparent = false;
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RID render_target;
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//built-in textures used for ping pong image processing and blurring
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