Add WorldPosition to postfx material scene textures for world-space position sampling at uv
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@@ -439,6 +439,7 @@ void MaterialParameter::Bind(BindMeta& meta) const
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switch (type)
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{
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case MaterialSceneTextures::SceneDepth:
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case MaterialSceneTextures::WorldPosition:
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view = meta.CanSampleDepth
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? meta.Buffers->DepthBuffer->GetDescription().Flags & GPUTextureFlags::ReadOnlyDepthView
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? meta.Buffers->DepthBuffer->ViewReadOnlyDepth()
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