Add inverse projection matrix to fragment shader globals
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@ -456,8 +456,10 @@ layout(location = 9) in flat uint instance_index_interp;
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#define model_matrix instances.data[instance_index].transform
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#define model_matrix instances.data[instance_index].transform
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#ifdef USE_MULTIVIEW
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#ifdef USE_MULTIVIEW
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#define projection_matrix scene_data.projection_matrix_view[ViewIndex]
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#define projection_matrix scene_data.projection_matrix_view[ViewIndex]
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#define inv_projection_matrix scene_data.inv_projection_matrix_view[ViewIndex]
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#else
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#else
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#define projection_matrix scene_data.projection_matrix
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#define projection_matrix scene_data.projection_matrix
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#define inv_projection_matrix scene_data.inv_projection_matrix
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#endif
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#endif
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#if defined(ENABLE_SSS) && defined(ENABLE_TRANSMITTANCE)
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#if defined(ENABLE_SSS) && defined(ENABLE_TRANSMITTANCE)
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