diff --git a/libraries/render-utils/src/RenderDeferredTask.cpp b/libraries/render-utils/src/RenderDeferredTask.cpp index 07293b0b34..0059a5ab65 100644 --- a/libraries/render-utils/src/RenderDeferredTask.cpp +++ b/libraries/render-utils/src/RenderDeferredTask.cpp @@ -146,6 +146,11 @@ void RenderDeferredTask::build(JobModel& task, const render::Varying& input, ren const auto ambientOcclusionFramebuffer = ambientOcclusionOutputs.getN(0); const auto ambientOcclusionUniforms = ambientOcclusionOutputs.getN(1); + // Velocity + const auto velocityBufferInputs = VelocityBufferPass::Inputs(deferredFrameTransform, deferredFramebuffer).asVarying(); + const auto velocityBufferOutputs = task.addJob("VelocityBuffer", velocityBufferInputs); + const auto velocityBuffer = velocityBufferOutputs.getN(0); + // Draw Lights just add the lights to the current list of lights to deal with. NOt really gpu job for now. task.addJob("DrawLight", lights); @@ -241,11 +246,6 @@ void RenderDeferredTask::build(JobModel& task, const render::Varying& input, ren task.addJob("DrawOverlayInFrontTransparentBounds", overlaysInFrontTransparent); } - // Velocity - const auto velocityBufferInputs = VelocityBufferPass::Inputs(deferredFrameTransform, deferredFramebuffer).asVarying(); - const auto velocityBufferOutputs = task.addJob("VelocityBuffer", velocityBufferInputs); - const auto velocityBuffer = velocityBufferOutputs.getN(0); - // AA job to be revisited const auto antialiasingInputs = Antialiasing::Inputs(deferredFrameTransform, primaryFramebuffer, linearDepthTarget, velocityBuffer).asVarying(); task.addJob("Antialiasing", antialiasingInputs);