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Moved Haze pass to be before transparency pass.
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1 changed files with 3 additions and 3 deletions
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@ -159,6 +159,9 @@ void RenderDeferredTask::build(JobModel& task, const render::Varying& input, ren
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// Similar to light stage, background stage has been filled by several potential render items and resolved for the frame in this job
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task.addJob<DrawBackgroundStage>("DrawBackgroundDeferred", lightingModel);
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const auto drawHazeInputs = render::Varying(DrawHaze::Inputs(hazeModel, lightingFramebuffer, linearDepthTarget, deferredFrameTransform, lightingFramebuffer));
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task.addJob<DrawHaze>("DrawHazeDeferred", drawHazeInputs);
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// Render transparent objects forward in LightingBuffer
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const auto transparentsInputs = DrawDeferred::Inputs(transparents, lightingModel).asVarying();
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task.addJob<DrawDeferred>("DrawTransparentDeferred", transparentsInputs, shapePlumber);
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@ -169,9 +172,6 @@ void RenderDeferredTask::build(JobModel& task, const render::Varying& input, ren
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task.addJob<DebugLightClusters>("DebugLightClusters", debugLightClustersInputs);
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}
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const auto drawHazeInputs = render::Varying(DrawHaze::Inputs(hazeModel, lightingFramebuffer, linearDepthTarget, deferredFrameTransform, lightingFramebuffer));
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task.addJob<DrawHaze>("DrawHaze", drawHazeInputs);
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const auto toneAndPostRangeTimer = task.addJob<BeginGPURangeTimer>("BeginToneAndPostRangeTimer", "PostToneOverlaysAntialiasing");
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// Lighting Buffer ready for tone mapping
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