diff --git a/libraries/render-utils/src/DeferredLightingEffect.cpp b/libraries/render-utils/src/DeferredLightingEffect.cpp index fb73ee0dfc..91d196f896 100644 --- a/libraries/render-utils/src/DeferredLightingEffect.cpp +++ b/libraries/render-utils/src/DeferredLightingEffect.cpp @@ -135,7 +135,7 @@ static void loadLightProgram(int programId, bool lightVolume, gpu::PipelinePoint if (lightVolume) { PrepareStencil::testShape(*state); - state->setCullMode(gpu::State::CULL_NONE); + state->setCullMode(gpu::State::CULL_BACK); //state->setCullMode(gpu::State::CULL_FRONT); //state->setDepthTest(true, false, gpu::GREATER_EQUAL); //state->setDepthClampEnable(true); diff --git a/libraries/render-utils/src/deferred_light.slv b/libraries/render-utils/src/deferred_light.slv index 7468be9655..0bc7a0f807 100644 --- a/libraries/render-utils/src/deferred_light.slv +++ b/libraries/render-utils/src/deferred_light.slv @@ -16,6 +16,7 @@ layout(location=RENDER_UTILS_ATTR_TEXCOORD01) out vec4 _texCoord01; +// 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; void main(void) {