Changed Subtract blend mode of Forward+ and Mobile renderers to match behaviour of the Godot 3 and Compatibility renderers

The OpenGL implementation has used GL_FUNC_REVERSE_SUBTRACT for a long time, but the new RenderingDevice abstraction used by the Vulkan renderers had been mistakenly set to BLEND_OP_SUBTRACT instead of BLEND_OP_REVERSE_SUBTRACT.

Fixes #77448
This commit is contained in:
Allen Pestaluky
2023-05-26 10:50:35 -04:00
parent d984ad64d4
commit 4e19f34856
4 changed files with 8 additions and 8 deletions
@@ -32,8 +32,8 @@
[codeblock]
var attachment = RDPipelineColorBlendStateAttachment.new()
attachment.enable_blend = true
attachment.alpha_blend_op = RenderingDevice.BLEND_OP_SUBTRACT
attachment.color_blend_op = RenderingDevice.BLEND_OP_SUBTRACT
attachment.alpha_blend_op = RenderingDevice.BLEND_OP_REVERSE_SUBTRACT
attachment.color_blend_op = RenderingDevice.BLEND_OP_REVERSE_SUBTRACT
attachment.src_color_blend_factor = RenderingDevice.BLEND_FACTOR_SRC_ALPHA
attachment.dst_color_blend_factor = RenderingDevice.BLEND_FACTOR_ONE
attachment.src_alpha_blend_factor = RenderingDevice.BLEND_FACTOR_SRC_ALPHA