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@slipher slipher commented Jul 21, 2025

Fix #1676.

slipher added 2 commits July 20, 2025 11:45
On my machine the depth fade shader sometimes reads out bad values when a
polygonOffset shader is used (or if the material system is on). Fix it
by calling glTextureBarrier before using a depth fade shader.
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LGTM.

@slipher slipher merged commit 562a91d into DaemonEngine:master Jul 25, 2025
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@slipher slipher deleted the depthflush branch July 25, 2025 17:59
@slipher slipher mentioned this pull request Aug 2, 2025
slipher added a commit to slipher/Daemon that referenced this pull request Aug 5, 2025
Fixes DaemonEngine#1616. Same trick as DaemonEngine#1704 for fixing depth fade.
slipher added a commit to slipher/Daemon that referenced this pull request Aug 6, 2025
Fixes DaemonEngine#1616. Same trick as DaemonEngine#1704 for fixing depth fade - insert a
texture barrier so that reading the depth texture is valid.

Some depth-writing stuff such as polygonOffset decals and alpha-tested
textures is rendered after SSAO is done, so in general we need to do the
texture barrier twice (if SSAO is on).
slipher added a commit that referenced this pull request Aug 7, 2025
Fixes #1616. Same trick as #1704 for fixing depth fade - insert a
texture barrier so that reading the depth texture is valid.

Some depth-writing stuff such as polygonOffset decals and alpha-tested
textures is rendered after SSAO is done, so in general we need to do the
texture barrier twice (if SSAO is on).
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