From 6f0e3bcfafefa32b71c9ae9ec27a03e25a4b884d Mon Sep 17 00:00:00 2001 From: tetrapod00 <145553014+tetrapod00@users.noreply.github.com> Date: Fri, 13 Dec 2024 19:33:47 -0800 Subject: [PATCH] Fix usage of source_color with hint_depth_texture --- tutorials/shaders/advanced_postprocessing.rst | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/tutorials/shaders/advanced_postprocessing.rst b/tutorials/shaders/advanced_postprocessing.rst index f505b57c2da..aead18da496 100644 --- a/tutorials/shaders/advanced_postprocessing.rst +++ b/tutorials/shaders/advanced_postprocessing.rst @@ -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);