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Fix incorrect depth comparison used to calculate volumetric fog shadowing
(cherry picked from commit c12001a9dc)
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@@ -513,6 +513,7 @@ void main() {
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shadow_sample.z = 1.0 + abs(shadow_sample.z);
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vec3 pos = vec3(shadow_sample.xy / shadow_sample.z, shadow_len - omni_lights.data[light_index].shadow_bias);
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pos.z *= omni_lights.data[light_index].inv_radius;
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pos.z = 1.0 - pos.z;
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pos.xy = pos.xy * 0.5 + 0.5;
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pos.xy = uv_rect.xy + pos.xy * uv_rect.zw;
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