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@@ -67,8 +67,8 @@ 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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// gBuffer.ViewPos is the view space position of the pixel
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gBuffer.ViewPos = mul(float4(materialInput.WorldPosition, 1), ViewMatrix).xyz;
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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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#elif MATERIAL_SHADING_MODEL == SHADING_MODEL_FOLIAGE
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