Additional improvements to scene rendering
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@@ -30,14 +30,12 @@ PACK_STRUCT(struct DeferredMaterialShaderData {
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float TimeParam;
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Float4 ViewInfo;
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Float4 ScreenSize;
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Float3 WorldInvScale;
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float WorldDeterminantSign;
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Float2 Dummy0;
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float LODDitherFactor;
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float PerInstanceRandom;
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Float4 TemporalAAJitter;
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Float3 GeometrySize;
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float Dummy1;
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float WorldDeterminantSign;
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});
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DrawPass DeferredMaterialShader::GetDrawModes() const
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@@ -96,13 +94,6 @@ void DeferredMaterialShader::Bind(BindParameters& params)
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materialData->TimeParam = params.TimeParam;
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materialData->ViewInfo = view.ViewInfo;
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materialData->ScreenSize = view.ScreenSize;
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const float scaleX = Float3(drawCall.World.M11, drawCall.World.M12, drawCall.World.M13).Length();
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const float scaleY = Float3(drawCall.World.M21, drawCall.World.M22, drawCall.World.M23).Length();
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const float scaleZ = Float3(drawCall.World.M31, drawCall.World.M32, drawCall.World.M33).Length();
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materialData->WorldInvScale = Float3(
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scaleX > 0.00001f ? 1.0f / scaleX : 0.0f,
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scaleY > 0.00001f ? 1.0f / scaleY : 0.0f,
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scaleZ > 0.00001f ? 1.0f / scaleZ : 0.0f);
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materialData->WorldDeterminantSign = drawCall.WorldDeterminantSign;
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materialData->LODDitherFactor = drawCall.Surface.LODDitherFactor;
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materialData->PerInstanceRandom = drawCall.PerInstanceRandom;
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