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Fix computation of screen_uv
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@@ -920,7 +920,7 @@ void main() {
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float normal_map_depth = 1.0;
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float normal_map_depth = 1.0;
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vec2 screen_uv = gl_FragCoord.xy * scene_data.screen_pixel_size + scene_data.screen_pixel_size * 0.5; //account for center
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vec2 screen_uv = gl_FragCoord.xy * scene_data.screen_pixel_size;
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float sss_strength = 0.0;
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float sss_strength = 0.0;
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@@ -679,7 +679,7 @@ void main() {
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float normal_map_depth = 1.0;
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float normal_map_depth = 1.0;
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vec2 screen_uv = gl_FragCoord.xy * scene_data.screen_pixel_size + scene_data.screen_pixel_size * 0.5; //account for center
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vec2 screen_uv = gl_FragCoord.xy * scene_data.screen_pixel_size;
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float sss_strength = 0.0;
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float sss_strength = 0.0;
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@@ -650,7 +650,7 @@ void main() {
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float normal_map_depth = 1.0;
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float normal_map_depth = 1.0;
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vec2 screen_uv = gl_FragCoord.xy * scene_data.screen_pixel_size + scene_data.screen_pixel_size * 0.5; //account for center
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vec2 screen_uv = gl_FragCoord.xy * scene_data.screen_pixel_size;
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float sss_strength = 0.0;
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float sss_strength = 0.0;
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