diff --git a/Source/Engine/Tools/MaterialGenerator/MaterialGenerator.Material.cpp b/Source/Engine/Tools/MaterialGenerator/MaterialGenerator.Material.cpp index a48f4f9d5..73e4ee31a 100644 --- a/Source/Engine/Tools/MaterialGenerator/MaterialGenerator.Material.cpp +++ b/Source/Engine/Tools/MaterialGenerator/MaterialGenerator.Material.cpp @@ -55,7 +55,7 @@ void MaterialGenerator::ProcessGroupMaterial(Box* box, Node* node, Value& value) if (layer && layer->Domain == MaterialDomain::Surface && node->Values.Count() > 0 && node->Values[0].AsBool) { // Transform world position into main viewport texcoord space - Value clipPosition = writeLocal(VariantType::Float4, TEXT("mul(float4(input.WorldPosition.xyz, 1), MainViewProjectionMatrix)"), node); + Value clipPosition = writeLocal(VariantType::Float4, TEXT("PROJECT_POINT(float4(input.WorldPosition.xyz, 1), MainViewProjectionMatrix)"), node); Value uvPos = writeLocal(VariantType::Float2, String::Format(TEXT("(({0}.xy / {0}.w) * float2(0.5, -0.5) + float2(0.5, 0.5))"), clipPosition.Value), node); // Position @@ -263,14 +263,14 @@ void MaterialGenerator::ProcessGroupMaterial(Box* box, Node* node, Value& value) // Sample scene depth buffer auto sceneDepthTexture = findOrAddSceneTexture(MaterialSceneTextures::SceneDepth); - auto depthSample = writeLocal(VariantType::Float, String::Format(TEXT("{0}.SampleLevel(SamplerPointClamp, {1}, 0).x"), sceneDepthTexture.ShaderName, screenUVs.Value), node); + auto depthSample = writeLocal(VariantType::Float, String::Format(TEXT("SAMPLE_RT_DEPTH({0}, {1})"), sceneDepthTexture.ShaderName, screenUVs.Value), node); // Linearize raw device depth Value sceneDepth; linearizeSceneDepth(node, depthSample, sceneDepth); // Calculate pixel depth - auto posVS = writeLocal(VariantType::Float, TEXT("mul(float4(input.WorldPosition.xyz, 1), ViewMatrix).z"), node); + auto posVS = writeLocal(VariantType::Float, TEXT("PROJECT_POINT(float4(input.WorldPosition.xyz, 1), ViewMatrix).z"), node); // Compute depth difference auto depthDiff = writeLocal(VariantType::Float, String::Format(TEXT("{0} * ViewFar - {1}"), sceneDepth.Value, posVS.Value), node);