diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp index 30ca07aa284..048f3c114e5 100644 --- a/drivers/gles3/rasterizer_scene_gles3.cpp +++ b/drivers/gles3/rasterizer_scene_gles3.cpp @@ -1121,13 +1121,23 @@ bool RasterizerSceneGLES3::_setup_material(RasterizerStorageGLES3::Material *p_m if (state.current_depth_draw != p_material->shader->spatial.depth_draw_mode) { switch (p_material->shader->spatial.depth_draw_mode) { - case RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS: + case RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS: { + glDepthMask(GL_TRUE); + // If some transparent objects write to depth, we need to re-copy depth texture when we need it + if (p_alpha_pass && !state.used_depth_prepass) { + state.prepared_depth_texture = false; + } + } break; case RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_OPAQUE: { glDepthMask(!p_alpha_pass); } break; case RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_ALWAYS: { glDepthMask(GL_TRUE); + // If some transparent objects write to depth, we need to re-copy depth texture when we need it + if (p_alpha_pass) { + state.prepared_depth_texture = false; + } } break; case RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_NEVER: { glDepthMask(GL_FALSE); @@ -4616,6 +4626,8 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const return; } + if (env && (env->dof_blur_far_enabled || env->dof_blur_near_enabled) && storage->frame.current_rt && storage->frame.current_rt->buffers.active) + _prepare_depth_texture(); _post_process(env, p_cam_projection); // Needed only for debugging /* if (shadow_atlas && storage->frame.current_rt) {