Fix code style
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@@ -38,22 +38,14 @@ float4 CalculateCombinedFog(float3 worldPosition, float sceneDepth, float3 volum
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float excludeDistance = 0;
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#if VOLUMETRIC_FOG
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// Volumetric fog covers up to MaxDistance along ViewZ, exclude analytical fog from this range
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excludeDistance = max(ExponentialHeightFog.VolumetricFogMaxDistance - 100, 0);
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#endif
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float4 fog = GetExponentialHeightFog(ExponentialHeightFog, worldPosition, GBuffer.ViewPos, excludeDistance);
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#if VOLUMETRIC_FOG
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// Sample volumetric fog lookup table
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float4 volumetricFog = IntegratedLightScattering.SampleLevel(SamplerLinearClamp, volumeUV, 0);
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// Mix volumetric and analytical fog
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fog = float4(volumetricFog.rgb + fog.rgb * volumetricFog.a, volumetricFog.a * fog.a);
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#endif
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return fog;
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