{"action":"opened","issue":{"url":"https://api.github.com/repos/gonetz/GLideN64/issues/1072","repository_url":"https://api.github.com/repos/gonetz/GLideN64","labels_url":"https://api.github.com/repos/gonetz/GLideN64/issues/1072/labels{/name}","comments_url":"https://api.github.com/repos/gonetz/GLideN64/issues/1072/comments","events_url":"https://api.github.com/repos/gonetz/GLideN64/issues/1072/events","html_url":"https://github.com/gonetz/GLideN64/issues/1072","id":167238949,"number":1072,"title":"GLES incorrect check for GL_NV_fragdepth","user":{"login":"fzurita","id":11581687,"avatar_url":"https://avatars.githubusercontent.com/u/11581687?v=3","gravatar_id":"","url":"https://api.github.com/users/fzurita","html_url":"https://github.com/fzurita","followers_url":"https://api.github.com/users/fzurita/followers","following_url":"https://api.github.com/users/fzurita/following{/other_user}","gists_url":"https://api.github.com/users/fzurita/gists{/gist_id}","starred_url":"https://api.github.com/users/fzurita/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/fzurita/subscriptions","organizations_url":"https://api.github.com/users/fzurita/orgs","repos_url":"https://api.github.com/users/fzurita/repos","events_url":"https://api.github.com/users/fzurita/events{/privacy}","received_events_url":"https://api.github.com/users/fzurita/received_events","type":"User","site_admin":false},"labels":[],"state":"open","locked":false,"assignee":null,"assignees":[],"milestone":null,"comments":0,"created_at":"2016-07-24T15:34:18Z","updated_at":"2016-07-24T15:34:18Z","closed_at":null,"body":"For GLES 3.0/3.1 shader programs we are checking for GL_NV_fragdepth before using gl_FragDepth. I don't think this check is needed.\r\n\r\nI disabled the check and checked the pilotwings shadows and they displayed correctly in all my devices. Unfortunately, in one of my devices, when writing to gl_FragDepth, it causes the device to crash when the shader is run. But the shader still compiles, links, and starts ok.\r\n\r\nHere is a reference page that says that gl_FragDepth is supported for GL ES 3.0 and 3.1: https://www.khronos.org/opengles/sdk/docs/man31/html/gl_FragDepth.xhtml"}}
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