From d86f8b16e8837abff7e84d0885bd96b1e27214ab Mon Sep 17 00:00:00 2001 From: Azaezel Date: Tue, 4 Dec 2018 14:25:49 -0600 Subject: [PATCH] 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) --- Templates/Full/game/shaders/common/basicCloudsV.hlsl | 2 +- Templates/Full/game/shaders/common/cloudLayerV.hlsl | 1 + 2 files changed, 2 insertions(+), 1 deletion(-) diff --git a/Templates/Full/game/shaders/common/basicCloudsV.hlsl b/Templates/Full/game/shaders/common/basicCloudsV.hlsl index a176fdbcd..79976343c 100644 --- a/Templates/Full/game/shaders/common/basicCloudsV.hlsl +++ b/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; diff --git a/Templates/Full/game/shaders/common/cloudLayerV.hlsl b/Templates/Full/game/shaders/common/cloudLayerV.hlsl index d60dd251d..49b325b42 100644 --- a/Templates/Full/game/shaders/common/cloudLayerV.hlsl +++ b/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 );