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@@ -735,6 +735,10 @@ void fragment_shader(in SceneData scene_data) {
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#ifdef USE_MULTIVIEW
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vec3 eye_offset = scene_data.eye_offset[ViewIndex].xyz;
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vec3 view = -normalize(vertex_interp - eye_offset);
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+
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+ // UV in our combined frustum space is used for certain screen uv processes where it's
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+ // overkill to render separate left and right eye views
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+ vec2 combined_uv = (combined_projected.xy / combined_projected.w) * 0.5 + 0.5;
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#else
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vec3 eye_offset = vec3(0.0, 0.0, 0.0);
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vec3 view = -normalize(vertex_interp);
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@@ -921,8 +925,7 @@ void fragment_shader(in SceneData scene_data) {
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if (implementation_data.volumetric_fog_enabled) {
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#ifdef USE_MULTIVIEW
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- vec2 center_uv = (combined_projected.xy / combined_projected.w) * 0.5 + 0.5;
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- vec4 volumetric_fog = volumetric_fog_process(center_uv, -vertex.z);
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+ vec4 volumetric_fog = volumetric_fog_process(combined_uv, -vertex.z);
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#else
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vec4 volumetric_fog = volumetric_fog_process(screen_uv, -vertex.z);
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#endif
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@@ -952,7 +955,11 @@ void fragment_shader(in SceneData scene_data) {
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#ifndef MODE_RENDER_DEPTH
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+#ifdef USE_MULTIVIEW
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+ uvec2 cluster_pos = uvec2(combined_uv.xy / scene_data.screen_pixel_size) >> implementation_data.cluster_shift;
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+#else
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uvec2 cluster_pos = uvec2(gl_FragCoord.xy) >> implementation_data.cluster_shift;
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+#endif
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uint cluster_offset = (implementation_data.cluster_width * cluster_pos.y + cluster_pos.x) * (implementation_data.max_cluster_element_count_div_32 + 32);
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uint cluster_z = uint(clamp((-vertex.z / scene_data.z_far) * 32.0, 0.0, 31.0));
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