diff --git a/Templates/Empty PhysX/game/shaders/common/postFx/fogP.hlsl b/Templates/Empty PhysX/game/shaders/common/postFx/fogP.hlsl index 5e69e72ba..0eba9a7b7 100644 --- a/Templates/Empty PhysX/game/shaders/common/postFx/fogP.hlsl +++ b/Templates/Empty PhysX/game/shaders/common/postFx/fogP.hlsl @@ -36,10 +36,6 @@ float4 main( PFXVertToPix IN ) : COLOR float depth = prepassUncondition( prepassTex, IN.uv0 ).w; //return float4( depth, 0, 0, 0.7 ); - // Skip fogging the extreme far plane so that - // the canvas clear color always appears. - clip( 0.9999 - depth ); - float factor = computeSceneFog( eyePosWorld, eyePosWorld + ( IN.wsEyeRay * depth ), fogData.x, diff --git a/Templates/Empty/game/shaders/common/postFx/fogP.hlsl b/Templates/Empty/game/shaders/common/postFx/fogP.hlsl index 5e69e72ba..0eba9a7b7 100644 --- a/Templates/Empty/game/shaders/common/postFx/fogP.hlsl +++ b/Templates/Empty/game/shaders/common/postFx/fogP.hlsl @@ -36,10 +36,6 @@ float4 main( PFXVertToPix IN ) : COLOR float depth = prepassUncondition( prepassTex, IN.uv0 ).w; //return float4( depth, 0, 0, 0.7 ); - // Skip fogging the extreme far plane so that - // the canvas clear color always appears. - clip( 0.9999 - depth ); - float factor = computeSceneFog( eyePosWorld, eyePosWorld + ( IN.wsEyeRay * depth ), fogData.x, diff --git a/Templates/Full PhysX/game/shaders/common/postFx/fogP.hlsl b/Templates/Full PhysX/game/shaders/common/postFx/fogP.hlsl index 5e69e72ba..0eba9a7b7 100644 --- a/Templates/Full PhysX/game/shaders/common/postFx/fogP.hlsl +++ b/Templates/Full PhysX/game/shaders/common/postFx/fogP.hlsl @@ -36,10 +36,6 @@ float4 main( PFXVertToPix IN ) : COLOR float depth = prepassUncondition( prepassTex, IN.uv0 ).w; //return float4( depth, 0, 0, 0.7 ); - // Skip fogging the extreme far plane so that - // the canvas clear color always appears. - clip( 0.9999 - depth ); - float factor = computeSceneFog( eyePosWorld, eyePosWorld + ( IN.wsEyeRay * depth ), fogData.x, diff --git a/Templates/Full/game/shaders/common/postFx/fogP.hlsl b/Templates/Full/game/shaders/common/postFx/fogP.hlsl index 5e69e72ba..0eba9a7b7 100644 --- a/Templates/Full/game/shaders/common/postFx/fogP.hlsl +++ b/Templates/Full/game/shaders/common/postFx/fogP.hlsl @@ -36,10 +36,6 @@ float4 main( PFXVertToPix IN ) : COLOR float depth = prepassUncondition( prepassTex, IN.uv0 ).w; //return float4( depth, 0, 0, 0.7 ); - // Skip fogging the extreme far plane so that - // the canvas clear color always appears. - clip( 0.9999 - depth ); - float factor = computeSceneFog( eyePosWorld, eyePosWorld + ( IN.wsEyeRay * depth ), fogData.x,