Fix Volumetric Fog sampling to use the same code path for depth slices conversion
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@@ -164,7 +164,7 @@ void PS_Forward(
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{
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// Sample volumetric fog and mix it in
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float2 screenUV = materialInput.SvPosition.xy * ScreenSize.zw;
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float4 volumetricFog = SampleVolumetricFog(VolumetricFogTexture, materialInput.WorldPosition - ViewPos, ExponentialHeightFog.VolumetricFogMaxDistance, screenUV);
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float4 volumetricFog = SampleVolumetricFog(VolumetricFogTexture, ExponentialHeightFog.VolumetricFogGrid, materialInput.WorldPosition - ViewPos, screenUV);
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fog = CombineVolumetricFog(fog, volumetricFog);
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}
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@@ -22,8 +22,7 @@ float Dummy0;
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float VolumetricFogMaxDistance;
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int ParticleStride;
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int ParticleIndex;
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float3 GridSliceParameters;
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float Dummy1;
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float4 GridSliceParameters;
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@1META_CB_END
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// Particles attributes buffer
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