diff --git a/libraries/render-utils/src/deferred_light.slv b/libraries/render-utils/src/deferred_light.slv index 4ea3133718..164fd9fb3b 100644 --- a/libraries/render-utils/src/deferred_light.slv +++ b/libraries/render-utils/src/deferred_light.slv @@ -16,11 +16,6 @@ layout(location=RENDER_UTILS_ATTR_TEXCOORD01) out vec4 _texCoord01; -#ifdef RENDER_UTILS_USE_TEXCOORD_FRAME_TRANSFORM -// NOTE: WE are assuming that the deferred lighting pass is always full screen so this texture transform is not needed (and cause problems on AMD) -layout(location=RENDER_UTILS_UNIFORM_LIGHT_TEXCOORD_TRANSFORM) uniform vec4 texcoordFrameTransform; -#endif - void main(void) { const float depth = 1.0; const vec4 UNIT_QUAD[4] = vec4[4]( @@ -33,10 +28,5 @@ void main(void) { _texCoord01.xy = (pos.xy + 1.0) * 0.5; -#ifdef RENDER_UTILS_USE_TEXCOORD_FRAME_TRANSFORM - _texCoord01.xy *= texcoordFrameTransform.zw; - _texCoord01.xy += texcoordFrameTransform.xy; -#endif - gl_Position = pos; }