Missed a spot - hazeFinalNode to finalHazeNode
@@ -307,7 +307,7 @@ private void addSkyNodes(RenderGraph renderGraph) {
FBO finalHazeFbo = displayResolutionDependentFBOs.request(finalHazeConfig);
HazeNode finalHazeNode = new HazeNode(context, intermediateHazeFbo, finalHazeFbo);
- renderGraph.addNode(finalHazeNode, "hazeFinalNode");
+ renderGraph.addNode(finalHazeNode, "finalHazeNode");
Node lastUpdatedGBufferClearingNode = renderGraph.findNode("engine:lastUpdatedGBufferClearingNode");
renderGraph.connect(lastUpdatedGBufferClearingNode, backdropNode, intermediateHazeNode, finalHazeNode);
@@ -317,10 +317,10 @@ private void addWorldRenderingNodes(RenderGraph renderGraph) {
/* Ideally, world rendering nodes only depend on the gBufferClearingNode. However,
since the haze is produced by blurring the content of the gBuffer and we only want
the sky color to contribute to the haze, the world rendering nodes need to run
- after hazeFinalNode, so that the landscape and other meshes are not part of the haze.
+ after finalHazeNode, so that the landscape and other meshes are not part of the haze.
Strictly speaking however, it is only the hazeIntermediateNode that should be processed
- before the world rendering nodes. Here we have chosen to also ensure that hazeFinalNode is
+ before the world rendering nodes. Here we have chosen to also ensure that finalHazeNode is
processed before the world rendering nodes - not because it's necessary, but to keep all
the haze-related nodes together. */
Node finalHazeNode = renderGraph.findNode("engine:finalHazeNode");
