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put the z=w trick back for the cloud layer options. those parallaxing a bit is actually desireable (and fixes it rendering over everything else)

Azaezel il y a 6 ans
Parent
commit
10b7630312

+ 1 - 1
Templates/Full/game/shaders/common/basicCloudsV.hlsl

@@ -46,7 +46,7 @@ ConnectData main( CloudVert IN )
    ConnectData OUT;
 
    OUT.hpos = mul(modelview, float4(IN.pos,1.0));
-
+   OUT.hpos.z = OUT.hpos.w;
    float2 uv = IN.uv0;
    uv += texOffset;
    uv *= texScale;

+ 1 - 0
Templates/Full/game/shaders/common/cloudLayerV.hlsl

@@ -63,6 +63,7 @@ ConnectData main( CloudVert IN )
    ConnectData OUT;
 
    OUT.hpos = mul(modelview, float4(IN.pos,1.0));
+   OUT.hpos.z = OUT.hpos.w;
    // Offset the uv so we don't have a seam directly over our head.
    float2 uv = IN.uv0 + float2( 0.5, 0.5 );