Fix Volumetric Fog rasterization on Vulkan
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@@ -1,3 +1,3 @@
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version https://git-lfs.github.com/spec/v1
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oid sha256:872ac3560279bfd0aeb989ebac1b49750dd142b985bc40058888dfd2b63fe9b2
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size 13214
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oid sha256:e5e4afe341dbadc3fcfe18e582b9ab476e61c50a248ed71e0a37c22146e1ea3a
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size 13272
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@@ -125,6 +125,9 @@ Quad_VS2GS VS_WriteToSlice(float2 TexCoord : TEXCOORD0, uint LayerIndex : SV_Ins
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float radius = sqrt(ViewSpaceBoundingSphere.w * ViewSpaceBoundingSphere.w - depthOffset * depthOffset);
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float3 positionVS = float3(ViewSpaceBoundingSphere.xy + (TexCoord * 2 - 1) * radius, depth);
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output.Vertex.Position = mul(float4(positionVS, 1), ViewToVolumeClip);
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#if VULKAN
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output.Vertex.Position.y *= -1;
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#endif
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}
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else
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{
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