diff --git a/libraries/render-utils/src/DebugDeferredBuffer.cpp b/libraries/render-utils/src/DebugDeferredBuffer.cpp index eda6c69f88..3902f4d9d4 100644 --- a/libraries/render-utils/src/DebugDeferredBuffer.cpp +++ b/libraries/render-utils/src/DebugDeferredBuffer.cpp @@ -166,13 +166,13 @@ static const std::string DEFAULT_SHADOW_CASCADE_SHADER{ " ivec2 cascadeIndices;" " float cascadeMix = evalCascadeIndicesAndMix(-viewPosition.z, cascadeShadowCoords, cascadeIndices);" " return vec4(mix(cascadeColors[cascadeIndices.x], cascadeColors[cascadeIndices.y], cascadeMix), 1.0);" - " }" + "}" }; static const std::string DEFAULT_LINEAR_DEPTH_SHADER { "vec4 getFragmentColor() {" " return vec4(vec3(1.0 - texture(linearDepthMap, uv).x * 0.01), 1.0);" - " }" + "}" }; static const std::string DEFAULT_HALF_LINEAR_DEPTH_SHADER{ diff --git a/libraries/render-utils/src/RenderDeferredTask.cpp b/libraries/render-utils/src/RenderDeferredTask.cpp index 978af72ad5..d2606bf42f 100644 --- a/libraries/render-utils/src/RenderDeferredTask.cpp +++ b/libraries/render-utils/src/RenderDeferredTask.cpp @@ -211,22 +211,6 @@ void RenderDeferredTask::build(JobModel& task, const render::Varying& input, ren task.addJob("DrawSelectionBounds", selectedItems); } - // Layered Overlays - const auto filteredOverlaysOpaque = task.addJob("FilterOverlaysLayeredOpaque", overlayOpaques, Item::LAYER_3D_FRONT); - const auto filteredOverlaysTransparent = task.addJob("FilterOverlaysLayeredTransparent", overlayTransparents, Item::LAYER_3D_FRONT); - const auto overlaysInFrontOpaque = filteredOverlaysOpaque.getN(0); - const auto overlaysInFrontTransparent = filteredOverlaysTransparent.getN(0); - - const auto overlayInFrontOpaquesInputs = DrawOverlay3D::Inputs(overlaysInFrontOpaque, lightingModel).asVarying(); - const auto overlayInFrontTransparentsInputs = DrawOverlay3D::Inputs(overlaysInFrontTransparent, lightingModel).asVarying(); - task.addJob("DrawOverlayInFrontOpaque", overlayInFrontOpaquesInputs, true); - task.addJob("DrawOverlayInFrontTransparent", overlayInFrontTransparentsInputs, false); - - { // Debug the bounds of the rendered Overlay items that are marked drawInFront, still look at the zbuffer - task.addJob("DrawOverlayInFrontOpaqueBounds", overlaysInFrontOpaque); - task.addJob("DrawOverlayInFrontTransparentBounds", overlaysInFrontTransparent); - } - // Debugging stages { // Debugging Deferred buffer job @@ -257,6 +241,22 @@ void RenderDeferredTask::build(JobModel& task, const render::Varying& input, ren task.addJob("DrawZoneStack", deferredFrameTransform); } + // Layered Overlays + const auto filteredOverlaysOpaque = task.addJob("FilterOverlaysLayeredOpaque", overlayOpaques, Item::LAYER_3D_FRONT); + const auto filteredOverlaysTransparent = task.addJob("FilterOverlaysLayeredTransparent", overlayTransparents, Item::LAYER_3D_FRONT); + const auto overlaysInFrontOpaque = filteredOverlaysOpaque.getN(0); + const auto overlaysInFrontTransparent = filteredOverlaysTransparent.getN(0); + + const auto overlayInFrontOpaquesInputs = DrawOverlay3D::Inputs(overlaysInFrontOpaque, lightingModel).asVarying(); + const auto overlayInFrontTransparentsInputs = DrawOverlay3D::Inputs(overlaysInFrontTransparent, lightingModel).asVarying(); + task.addJob("DrawOverlayInFrontOpaque", overlayInFrontOpaquesInputs, true); + task.addJob("DrawOverlayInFrontTransparent", overlayInFrontTransparentsInputs, false); + + { // Debug the bounds of the rendered Overlay items that are marked drawInFront, still look at the zbuffer + task.addJob("DrawOverlayInFrontOpaqueBounds", overlaysInFrontOpaque); + task.addJob("DrawOverlayInFrontTransparentBounds", overlaysInFrontTransparent); + } + // AA job to be revisited task.addJob("Antialiasing", primaryFramebuffer);