Cleanup and fix typo
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@@ -33,8 +33,6 @@ DECLARE_LIGHTSHADOWDATA_ACCESS(DirectionalLightShadow);
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// Pixel Shader function for Forward Pass
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META_PS(USE_FORWARD, FEATURE_LEVEL_ES2)
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META_PERMUTATION_1(USE_GLOBAL_SURFACE_ATLAS=0)
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META_PERMUTATION_1(USE_GLOBAL_SURFACE_ATLAS=1)
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void PS_Forward(
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in PixelInput input
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,out float4 output : SV_Target0
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@@ -69,6 +67,7 @@ void PS_Forward(
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gBuffer.Color = material.Color;
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gBuffer.Specular = material.Specular;
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gBuffer.AO = material.AO;
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// gBuffer.ViewPos is the view position in WORLD SPACE
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gBuffer.ViewPos = ViewPos;
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#if MATERIAL_SHADING_MODEL == SHADING_MODEL_SUBSURFACE
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gBuffer.CustomData = float4(material.SubsurfaceColor, material.Opacity);
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@@ -152,7 +151,6 @@ void PS_Forward(
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// Add lighting (apply ambient occlusion)
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output.rgb += light.rgb * gBuffer.AO;
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output =
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#endif
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@@ -23,8 +23,6 @@ void ForwardShadingFeature::Bind(MaterialShader::BindParameters& params, Span<by
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const int32 envProbeShaderRegisterIndex = srv + 0;
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const int32 skyLightShaderRegisterIndex = srv + 1;
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const int32 dirLightShaderRegisterIndex = srv + 2;
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const int32 surfaceAtlasDepthShaderRegisterIndex = srv + 3;
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const int32 surfaceAtlasTexShaderRegisterIndex = srv + 4;
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const bool canUseShadow = view.Pass != DrawPass::Depth;
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// Set fog input
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