Hmmm...if this is true, then all my other shaders which depend on the worldmatrix would also not work. But they do. Everything works fine, even the depthmap is created correctly, no matter if NOPARTICLES is set or not. It's just the recreation of the worldposition by using the depthmap which won't work.

Anyway, I'll try to manually create a matWorldViewProjInverse matrix, pass that to the deferred shader and see if it works, just to be sure wink

Thanks for the tip!


Shade-C EVO Lite-C Shader Framework