diff --git a/Engine/source/shaderGen/GLSL/shaderFeatureGLSL.cpp b/Engine/source/shaderGen/GLSL/shaderFeatureGLSL.cpp index 78c45a09cd..11081125c6 100644 --- a/Engine/source/shaderGen/GLSL/shaderFeatureGLSL.cpp +++ b/Engine/source/shaderGen/GLSL/shaderFeatureGLSL.cpp @@ -2805,7 +2805,7 @@ void DeferredSkyGLSL::processVert( Vector &componentList, { Var *outPosition = (Var*)LangElement::find( "gl_Position" ); MultiLine *meta = new MultiLine; - meta->addStatement( new GenOp( " @.w = @.z;\r\n", outPosition, outPosition ) ); + //meta->addStatement( new GenOp( " @.w = @.z;\r\n", outPosition, outPosition ) ); output = meta; } diff --git a/Engine/source/shaderGen/HLSL/shaderFeatureHLSL.cpp b/Engine/source/shaderGen/HLSL/shaderFeatureHLSL.cpp index 8878f26004..78e1c3b898 100644 --- a/Engine/source/shaderGen/HLSL/shaderFeatureHLSL.cpp +++ b/Engine/source/shaderGen/HLSL/shaderFeatureHLSL.cpp @@ -3000,7 +3000,7 @@ void DeferredSkyHLSL::processVert( Vector &componentList, { Var *outPosition = (Var*)LangElement::find( "hpos" ); MultiLine *meta = new MultiLine; - meta->addStatement( new GenOp( " @.w = @.z;\r\n", outPosition, outPosition ) ); + //meta->addStatement( new GenOp( " @.w = @.z;\r\n", outPosition, outPosition ) ); output = meta; } diff --git a/Templates/Empty/game/core/scripts/client/lighting/advanced/deferredShading.cs b/Templates/Empty/game/core/scripts/client/lighting/advanced/deferredShading.cs index d53e6965f6..ad9732e0f2 100644 --- a/Templates/Empty/game/core/scripts/client/lighting/advanced/deferredShading.cs +++ b/Templates/Empty/game/core/scripts/client/lighting/advanced/deferredShading.cs @@ -55,7 +55,7 @@ singleton ShaderData( DeferredColorShader ) singleton PostEffect( AL_DeferredShading ) { - renderTime = "PFXBeforeBin"; + renderTime = "PFXAfterBin"; renderBin = "SkyBin"; shader = AL_DeferredShader; stateBlock = AL_DeferredShadingState; diff --git a/Templates/Empty/game/shaders/common/basicCloudsV.hlsl b/Templates/Empty/game/shaders/common/basicCloudsV.hlsl index 477f17d508..a176fdbcdc 100644 --- a/Templates/Empty/game/shaders/common/basicCloudsV.hlsl +++ b/Templates/Empty/game/shaders/common/basicCloudsV.hlsl @@ -46,7 +46,6 @@ ConnectData main( CloudVert IN ) ConnectData OUT; OUT.hpos = mul(modelview, float4(IN.pos,1.0)); - OUT.hpos.w = OUT.hpos.z; float2 uv = IN.uv0; uv += texOffset; diff --git a/Templates/Empty/game/shaders/common/cloudLayerV.hlsl b/Templates/Empty/game/shaders/common/cloudLayerV.hlsl index 94f8b62cb6..d60dd251d8 100644 --- a/Templates/Empty/game/shaders/common/cloudLayerV.hlsl +++ b/Templates/Empty/game/shaders/common/cloudLayerV.hlsl @@ -63,7 +63,6 @@ ConnectData main( CloudVert IN ) ConnectData OUT; OUT.hpos = mul(modelview, float4(IN.pos,1.0)); - OUT.hpos.w = OUT.hpos.z; // Offset the uv so we don't have a seam directly over our head. float2 uv = IN.uv0 + float2( 0.5, 0.5 ); diff --git a/Templates/Empty/game/shaders/common/gl/basicCloudsV.glsl b/Templates/Empty/game/shaders/common/gl/basicCloudsV.glsl index 40c597120e..cccbafa8ca 100644 --- a/Templates/Empty/game/shaders/common/gl/basicCloudsV.glsl +++ b/Templates/Empty/game/shaders/common/gl/basicCloudsV.glsl @@ -41,7 +41,6 @@ out vec2 texCoord; void main() { gl_Position = tMul(modelview, IN_pos); - gl_Position.w = gl_Position.z; vec2 uv = IN_uv0; uv += texOffset; diff --git a/Templates/Empty/game/shaders/common/gl/cloudLayerV.glsl b/Templates/Empty/game/shaders/common/gl/cloudLayerV.glsl index cba5c009ad..395c6f286e 100644 --- a/Templates/Empty/game/shaders/common/gl/cloudLayerV.glsl +++ b/Templates/Empty/game/shaders/common/gl/cloudLayerV.glsl @@ -62,7 +62,6 @@ void main() vec2 IN_uv0 = vTexCoord0.st; gl_Position = modelview * IN_pos; - gl_Position.w = gl_Position.z; // Offset the uv so we don't have a seam directly over our head. vec2 uv = IN_uv0 + vec2( 0.5, 0.5 ); diff --git a/Templates/Full/game/core/scripts/client/lighting/advanced/deferredShading.cs b/Templates/Full/game/core/scripts/client/lighting/advanced/deferredShading.cs index d53e6965f6..ad9732e0f2 100644 --- a/Templates/Full/game/core/scripts/client/lighting/advanced/deferredShading.cs +++ b/Templates/Full/game/core/scripts/client/lighting/advanced/deferredShading.cs @@ -55,7 +55,7 @@ singleton ShaderData( DeferredColorShader ) singleton PostEffect( AL_DeferredShading ) { - renderTime = "PFXBeforeBin"; + renderTime = "PFXAfterBin"; renderBin = "SkyBin"; shader = AL_DeferredShader; stateBlock = AL_DeferredShadingState; diff --git a/Templates/Full/game/shaders/common/basicCloudsV.hlsl b/Templates/Full/game/shaders/common/basicCloudsV.hlsl index 477f17d508..a176fdbcdc 100644 --- a/Templates/Full/game/shaders/common/basicCloudsV.hlsl +++ b/Templates/Full/game/shaders/common/basicCloudsV.hlsl @@ -46,7 +46,6 @@ ConnectData main( CloudVert IN ) ConnectData OUT; OUT.hpos = mul(modelview, float4(IN.pos,1.0)); - OUT.hpos.w = OUT.hpos.z; float2 uv = IN.uv0; uv += texOffset; diff --git a/Templates/Full/game/shaders/common/cloudLayerV.hlsl b/Templates/Full/game/shaders/common/cloudLayerV.hlsl index 94f8b62cb6..d60dd251d8 100644 --- a/Templates/Full/game/shaders/common/cloudLayerV.hlsl +++ b/Templates/Full/game/shaders/common/cloudLayerV.hlsl @@ -63,7 +63,6 @@ ConnectData main( CloudVert IN ) ConnectData OUT; OUT.hpos = mul(modelview, float4(IN.pos,1.0)); - OUT.hpos.w = OUT.hpos.z; // Offset the uv so we don't have a seam directly over our head. float2 uv = IN.uv0 + float2( 0.5, 0.5 ); diff --git a/Templates/Full/game/shaders/common/gl/basicCloudsV.glsl b/Templates/Full/game/shaders/common/gl/basicCloudsV.glsl index 40c597120e..cccbafa8ca 100644 --- a/Templates/Full/game/shaders/common/gl/basicCloudsV.glsl +++ b/Templates/Full/game/shaders/common/gl/basicCloudsV.glsl @@ -41,7 +41,6 @@ out vec2 texCoord; void main() { gl_Position = tMul(modelview, IN_pos); - gl_Position.w = gl_Position.z; vec2 uv = IN_uv0; uv += texOffset; diff --git a/Templates/Full/game/shaders/common/gl/cloudLayerV.glsl b/Templates/Full/game/shaders/common/gl/cloudLayerV.glsl index cba5c009ad..395c6f286e 100644 --- a/Templates/Full/game/shaders/common/gl/cloudLayerV.glsl +++ b/Templates/Full/game/shaders/common/gl/cloudLayerV.glsl @@ -62,7 +62,6 @@ void main() vec2 IN_uv0 = vTexCoord0.st; gl_Position = modelview * IN_pos; - gl_Position.w = gl_Position.z; // Offset the uv so we don't have a seam directly over our head. vec2 uv = IN_uv0 + vec2( 0.5, 0.5 );