From 7e1f75e0f34715b775a2bc7d8e5e6a499e50954c Mon Sep 17 00:00:00 2001 From: sam gateau Date: Thu, 20 Dec 2018 13:16:41 -0800 Subject: [PATCH] Fixing the debug of shadow frustum for real --- libraries/render-utils/src/RenderDeferredTask.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/libraries/render-utils/src/RenderDeferredTask.cpp b/libraries/render-utils/src/RenderDeferredTask.cpp index 8dea87015a..a685f3998e 100644 --- a/libraries/render-utils/src/RenderDeferredTask.cpp +++ b/libraries/render-utils/src/RenderDeferredTask.cpp @@ -249,7 +249,7 @@ void RenderDeferredTask::build(JobModel& task, const render::Varying& input, ren // Debugging task is happening in the "over" layer after tone mapping and just before HUD { // Debug the bounds of the rendered items, still look at the zbuffer const auto extraDebugBuffers = RenderDeferredTaskDebug::ExtraBuffers(linearDepthTarget, surfaceGeometryFramebuffer, ambientOcclusionFramebuffer, ambientOcclusionFramebuffer, scatteringResource, velocityBuffer); - const auto debugInputs = RenderDeferredTaskDebug::Input(fetchedItems, inputs.get2(), lightingStageInputs, lightClusters, prepareDeferredOutputs, extraDebugBuffers, + const auto debugInputs = RenderDeferredTaskDebug::Input(fetchedItems, shadowTaskOutputs, lightingStageInputs, lightClusters, prepareDeferredOutputs, extraDebugBuffers, deferredFrameTransform, jitter, lightingModel).asVarying(); task.addJob("DebugRenderDeferredTask", debugInputs); }