Fix decal material normal vector blending
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@@ -194,16 +194,16 @@ void PS_Decal(
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Out2 = float4(material.Emissive, material.Opacity);
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Out2 = float4(material.Emissive, material.Opacity);
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#if USE_NORMAL
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#if USE_NORMAL
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// GBuffer1
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// GBuffer1
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Out3 = float4(material.WorldNormal * 0.5f + 0.5f, 1);
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Out3 = float4(material.WorldNormal * 0.5f + 0.5f, material.Opacity);
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#endif
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#endif
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#elif USE_NORMAL
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#elif USE_NORMAL
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// GBuffer1
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// GBuffer1
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Out2 = float4(material.WorldNormal * 0.5f + 0.5f, 1);
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Out2 = float4(material.WorldNormal * 0.5f + 0.5f, material.Opacity);
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#endif
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#endif
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#elif DECAL_BLEND_MODE == DECAL_BLEND_MODE_STAIN
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#elif DECAL_BLEND_MODE == DECAL_BLEND_MODE_STAIN
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Out0 = float4(material.Color, material.Opacity);
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Out0 = float4(material.Color, material.Opacity);
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#elif DECAL_BLEND_MODE == DECAL_BLEND_MODE_NORMAL
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#elif DECAL_BLEND_MODE == DECAL_BLEND_MODE_NORMAL
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Out0 = float4(material.WorldNormal * 0.5f + 0.5f, 1);
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Out0 = float4(material.WorldNormal * 0.5f + 0.5f, material.Opacity);
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#elif DECAL_BLEND_MODE == DECAL_BLEND_MODE_EMISSIVE
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#elif DECAL_BLEND_MODE == DECAL_BLEND_MODE_EMISSIVE
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Out0 = float4(material.Emissive * material.Opacity, material.Opacity);
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Out0 = float4(material.Emissive * material.Opacity, material.Opacity);
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#else
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#else
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