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Switched back velocity buffer job to original place while I try to get more info on how/where that tablet is rendered
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1 changed files with 5 additions and 5 deletions
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@ -146,6 +146,11 @@ void RenderDeferredTask::build(JobModel& task, const render::Varying& input, ren
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const auto ambientOcclusionFramebuffer = ambientOcclusionOutputs.getN<AmbientOcclusionEffect::Outputs>(0);
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const auto ambientOcclusionFramebuffer = ambientOcclusionOutputs.getN<AmbientOcclusionEffect::Outputs>(0);
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const auto ambientOcclusionUniforms = ambientOcclusionOutputs.getN<AmbientOcclusionEffect::Outputs>(1);
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const auto ambientOcclusionUniforms = ambientOcclusionOutputs.getN<AmbientOcclusionEffect::Outputs>(1);
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// Velocity
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const auto velocityBufferInputs = VelocityBufferPass::Inputs(deferredFrameTransform, deferredFramebuffer).asVarying();
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const auto velocityBufferOutputs = task.addJob<VelocityBufferPass>("VelocityBuffer", velocityBufferInputs);
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const auto velocityBuffer = velocityBufferOutputs.getN<VelocityBufferPass::Outputs>(0);
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// Draw Lights just add the lights to the current list of lights to deal with. NOt really gpu job for now.
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// Draw Lights just add the lights to the current list of lights to deal with. NOt really gpu job for now.
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task.addJob<DrawLight>("DrawLight", lights);
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task.addJob<DrawLight>("DrawLight", lights);
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@ -241,11 +246,6 @@ void RenderDeferredTask::build(JobModel& task, const render::Varying& input, ren
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task.addJob<DrawBounds>("DrawOverlayInFrontTransparentBounds", overlaysInFrontTransparent);
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task.addJob<DrawBounds>("DrawOverlayInFrontTransparentBounds", overlaysInFrontTransparent);
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}
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}
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// Velocity
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const auto velocityBufferInputs = VelocityBufferPass::Inputs(deferredFrameTransform, deferredFramebuffer).asVarying();
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const auto velocityBufferOutputs = task.addJob<VelocityBufferPass>("VelocityBuffer", velocityBufferInputs);
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const auto velocityBuffer = velocityBufferOutputs.getN<VelocityBufferPass::Outputs>(0);
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// AA job to be revisited
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// AA job to be revisited
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const auto antialiasingInputs = Antialiasing::Inputs(deferredFrameTransform, primaryFramebuffer, linearDepthTarget, velocityBuffer).asVarying();
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const auto antialiasingInputs = Antialiasing::Inputs(deferredFrameTransform, primaryFramebuffer, linearDepthTarget, velocityBuffer).asVarying();
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task.addJob<Antialiasing>("Antialiasing", antialiasingInputs);
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task.addJob<Antialiasing>("Antialiasing", antialiasingInputs);
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