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@@ -12,7 +12,7 @@ uniform sampler2D m_FoamMap;
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uniform sampler2D m_CausticsMap;
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uniform sampler2D m_ReflectionMap;
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-uniform mat4 m_ViewProjectionMatrixInverse;
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+uniform mat4 g_ViewProjectionMatrixInverse;
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uniform mat4 m_TextureProjMatrix;
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uniform vec3 m_CameraPosition;
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@@ -107,7 +107,7 @@ vec3 saturate(in vec3 val){
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vec3 getPosition(in float depth, in vec2 uv){
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vec4 pos = vec4(uv, depth, 1.0) * 2.0 - 1.0;
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- pos = m_ViewProjectionMatrixInverse * pos;
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+ pos = g_ViewProjectionMatrixInverse * pos;
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return pos.xyz / pos.w;
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}
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