Revert Depth Offset (wrong impl, can be done later)
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@@ -587,18 +587,14 @@ void ClipLODTransition(PixelInput input)
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// Pixel Shader function for Depth Pass
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META_PS(true, FEATURE_LEVEL_ES2)
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void PS_Depth(PixelInput input
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#if USE_DEPTH_OFFSET
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,out float Depth : SV_Depth
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#endif
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)
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void PS_Depth(PixelInput input)
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{
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#if USE_DITHERED_LOD_TRANSITION
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// LOD masking
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ClipLODTransition(input);
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#endif
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#if MATERIAL_MASKED || MATERIAL_BLEND != MATERIAL_BLEND_OPAQUE || USE_DEPTH_OFFSET
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#if MATERIAL_MASKED || MATERIAL_BLEND != MATERIAL_BLEND_OPAQUE
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// Get material parameters
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MaterialInput materialInput = GetMaterialInput(input);
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Material material = GetMaterialPS(materialInput);
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@@ -610,11 +606,6 @@ void PS_Depth(PixelInput input
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#if MATERIAL_BLEND != MATERIAL_BLEND_OPAQUE
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clip(material.Opacity - MATERIAL_OPACITY_THRESHOLD);
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#endif
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// Depth offset
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#if USE_DEPTH_OFFSET
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Depth = (materialInput.SvPosition.z * materialInput.SvPosition.w) / (materialInput.SvPosition.w + material.DepthOffset);
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#endif
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#endif
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}
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