diff --git a/Content/Editor/MaterialTemplates/Deformable.shader b/Content/Editor/MaterialTemplates/Deformable.shader index 4de948d28..acc303e9d 100644 --- a/Content/Editor/MaterialTemplates/Deformable.shader +++ b/Content/Editor/MaterialTemplates/Deformable.shader @@ -337,6 +337,7 @@ VertexOutput VS_SplineModel(ModelInput input) // Apply world position offset per-vertex #if USE_POSITION_OFFSET output.Geometry.WorldPosition += material.PositionOffset; + output.Geometry.PrevWorldPosition += material.PositionOffset; output.Position = mul(float4(output.Geometry.WorldPosition, 1), ViewProjectionMatrix); #endif diff --git a/Content/Editor/MaterialTemplates/Surface.shader b/Content/Editor/MaterialTemplates/Surface.shader index ba3c36440..4826fc014 100644 --- a/Content/Editor/MaterialTemplates/Surface.shader +++ b/Content/Editor/MaterialTemplates/Surface.shader @@ -377,6 +377,7 @@ VertexOutput VS(ModelInput input) // Apply world position offset per-vertex #if USE_POSITION_OFFSET output.Geometry.WorldPosition += material.PositionOffset; + output.Geometry.PrevWorldPosition += material.PositionOffset; output.Position = mul(float4(output.Geometry.WorldPosition, 1), ViewProjectionMatrix); #endif @@ -547,6 +548,7 @@ VertexOutput VS_Skinned(ModelInput_Skinned input) // Apply world position offset per-vertex #if USE_POSITION_OFFSET output.Geometry.WorldPosition += material.PositionOffset; + output.Geometry.PrevWorldPosition += material.PositionOffset; output.Position = mul(float4(output.Geometry.WorldPosition, 1), ViewProjectionMatrix); #endif diff --git a/Content/Editor/MaterialTemplates/Terrain.shader b/Content/Editor/MaterialTemplates/Terrain.shader index abc444316..3b786a7cd 100644 --- a/Content/Editor/MaterialTemplates/Terrain.shader +++ b/Content/Editor/MaterialTemplates/Terrain.shader @@ -438,6 +438,7 @@ VertexOutput VS(TerrainVertexInput input) // Apply world position offset per-vertex #if USE_POSITION_OFFSET output.Geometry.WorldPosition += material.PositionOffset; + output.Geometry.PrevWorldPosition += material.PositionOffset; output.Position = mul(float4(output.Geometry.WorldPosition, 1), ViewProjectionMatrix); #endif