Open Axciton opened 3 years ago
Are you sure nothing gets printed out? A warning should print saying that using both SCREEN_TEXTURE and DEPTH_TEXTURE in the same shader is unsupported. https://github.com/godotengine/godot/blob/f50c8062dd9389a76986307402bc8c4538d51f1e/drivers/gles2/rasterizer_storage_gles2.cpp#L1564
Thanks for the reply. No warning printed. My output looks like this
--- Debugging process started ---
Godot Engine v3.2.3.stable.mono.official - https://godotengine.org
OpenGL ES 2.0 Renderer: GeForce RTX 2070 Super/PCIe/SSE2
OpenGL ES 2.0 Batching: ON
--- Debugging process stopped ---
I've checked also Log file and Debugger, no warning and no message there about SCREEN_TEXTURE and DEPTH_TEXTURE. Have you tried running the attached minimal reproduction project? Do you get the message?
If this behavior is intentional "Using both SCREEN_TEXTURE and DEPTH_TEXTURE is not supported in GLES2" should be added to the "gles2_gles3_differences" tutorial.
A note for potential contributors, this issue has 2 actionable items:
Godot version:
v3.2.3.stable.mono.official
OS/device including version:
Windows 10. OpenGL ES 2.0 Renderer: GeForce RTX 2070 Super/PCIe/SSE2
Issue description:
For 3D graphics and GLES2 if you reference DEPTH_TEXTURE in shader in anyway SCREEN_TEXTURE becomes completely white. The simplest example is: shader with code
allows objects to be visible behind the mesh. But when any reference in code to the DEPTH_TEXTURE is made for example
mesh becomes white. According to Godot documentation, DEPTH_TEXTURE and SCREEN_TEXTURE should be independent. The issue occurs only with GLES2, while GLES3 renders correctly.
Minimal reproduction project:
gles2bug.zip