diff --git a/Templates/Full/game/core/scripts/client/renderManager.cs b/Templates/Full/game/core/scripts/client/renderManager.cs index 71200ad49..a14287db1 100644 --- a/Templates/Full/game/core/scripts/client/renderManager.cs +++ b/Templates/Full/game/core/scripts/client/renderManager.cs @@ -55,8 +55,8 @@ function initRenderManager() DiffuseRenderPassManager.addManager( new RenderObjectMgr(BeginBin) { bintype = "Begin"; renderOrder = 0.2; processAddOrder = 0.2; } ); // Normal mesh rendering. - DiffuseRenderPassManager.addManager( new RenderTerrainMgr(TerrainBin) { renderOrder = 0.4; processAddOrder = 0.4; } ); - DiffuseRenderPassManager.addManager( new RenderMeshMgr(MeshBin) { bintype = "Mesh"; renderOrder = 0.5; processAddOrder = 0.5; } ); + DiffuseRenderPassManager.addManager( new RenderTerrainMgr(TerrainBin) { renderOrder = 0.4; processAddOrder = 0.4; basicOnly = true; } ); + DiffuseRenderPassManager.addManager( new RenderMeshMgr(MeshBin) { bintype = "Mesh"; renderOrder = 0.5; processAddOrder = 0.5; basicOnly = true; } ); DiffuseRenderPassManager.addManager( new RenderImposterMgr(ImposterBin) { renderOrder = 0.56; processAddOrder = 0.56; } ); DiffuseRenderPassManager.addManager( new RenderObjectMgr(ObjectBin) { bintype = "Object"; renderOrder = 0.6; processAddOrder = 0.6; } ); diff --git a/Templates/Full/game/shaders/common/water/gl/waterP.glsl b/Templates/Full/game/shaders/common/water/gl/waterP.glsl index 15002849f..a68ede84e 100644 --- a/Templates/Full/game/shaders/common/water/gl/waterP.glsl +++ b/Templates/Full/game/shaders/common/water/gl/waterP.glsl @@ -295,7 +295,7 @@ void main() foamColor.rgb *= FOAM_OPACITY * foamAmt * foamColor.a; // Get reflection map color. - vec4 refMapColor = hdrDecode( texture( reflectMap, reflectCoord ) ); + vec4 refMapColor = texture( reflectMap, reflectCoord ); // If we do not have a reflection texture then we use the cubemap. refMapColor = mix( refMapColor, texture( skyMap, reflectionVec ), NO_REFLECT ); diff --git a/Templates/Full/game/shaders/common/water/waterP.hlsl b/Templates/Full/game/shaders/common/water/waterP.hlsl index 2b4035755..c4edff0d7 100644 --- a/Templates/Full/game/shaders/common/water/waterP.hlsl +++ b/Templates/Full/game/shaders/common/water/waterP.hlsl @@ -282,7 +282,7 @@ float4 main( ConnectData IN ) : COLOR foamColor.rgb *= FOAM_OPACITY * foamAmt * foamColor.a; // Get reflection map color. - float4 refMapColor = hdrDecode( tex2D( reflectMap, reflectCoord ) ); + float4 refMapColor = tex2D( reflectMap, reflectCoord ); // If we do not have a reflection texture then we use the cubemap. refMapColor = lerp( refMapColor, texCUBE( skyMap, reflectionVec ), NO_REFLECT );