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Fix usage of source_color with hint_depth_texture #10406

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Dec 16, 2024
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4 changes: 2 additions & 2 deletions tutorials/shaders/advanced_postprocessing.rst
Original file line number Diff line number Diff line change
Expand Up @@ -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.

Expand Down Expand Up @@ -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);
Expand Down