diff --git a/libraries/render-utils/src/RenderForwardTask.cpp b/libraries/render-utils/src/RenderForwardTask.cpp index c6f49bc92a..73692b41c2 100755 --- a/libraries/render-utils/src/RenderForwardTask.cpp +++ b/libraries/render-utils/src/RenderForwardTask.cpp @@ -96,12 +96,6 @@ void RenderForwardTask::build(JobModel& task, const render::Varying& input, rend // draw a stencil mask in hidden regions of the framebuffer. task.addJob<PrepareStencil>("PrepareStencil", framebuffer); - // Layered - const auto nullJitter = Varying(glm::vec2(0.0f, 0.0f)); - const auto inFrontOpaquesInputs = DrawLayered3D::Inputs(inFrontOpaque, lightingModel, nullJitter).asVarying(); - const auto inFrontTransparentsInputs = DrawLayered3D::Inputs(inFrontTransparent, lightingModel, nullJitter).asVarying(); - task.addJob<DrawLayered3D>("DrawInFrontOpaque", inFrontOpaquesInputs, true); - // Draw opaques forward const auto opaqueInputs = DrawForward::Inputs(opaques, lightingModel).asVarying(); task.addJob<DrawForward>("DrawOpaques", opaqueInputs, shapePlumber); @@ -113,6 +107,12 @@ void RenderForwardTask::build(JobModel& task, const render::Varying& input, rend // Draw transparent objects forward const auto transparentInputs = DrawForward::Inputs(transparents, lightingModel).asVarying(); task.addJob<DrawForward>("DrawTransparents", transparentInputs, shapePlumber); + + // Layered + const auto nullJitter = Varying(glm::vec2(0.0f, 0.0f)); + const auto inFrontOpaquesInputs = DrawLayered3D::Inputs(inFrontOpaque, lightingModel, nullJitter).asVarying(); + const auto inFrontTransparentsInputs = DrawLayered3D::Inputs(inFrontTransparent, lightingModel, nullJitter).asVarying(); + task.addJob<DrawLayered3D>("DrawInFrontOpaque", inFrontOpaquesInputs, true); task.addJob<DrawLayered3D>("DrawInFrontTransparent", inFrontTransparentsInputs, false); { // Debug the bounds of the rendered items, still look at the zbuffer