Fixes
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@@ -381,7 +381,7 @@ void GBufferPass::DrawSky(RenderContext& renderContext, GPUContext* context)
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// Calculate sphere model transform to cover far plane
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Matrix m1, m2;
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Matrix::Scaling(renderContext.View.Far / (box.GetSize().Y * 0.5f) * 0.95f, m1); // Scale to fit whole view frustum
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Matrix::Scaling(renderContext.View.Far / ((float)box.GetSize().Y * 0.5f) * 0.95f, m1); // Scale to fit whole view frustum
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Matrix::CreateWorld(renderContext.View.Position, Float3::Up, Float3::Backward, m2); // Rotate sphere model
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m1 *= m2;
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