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@ -295,7 +295,7 @@
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}
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else
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{
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float fogValue = shSaturate((length(cameraPos.xyz-position.xyz) - fogParams.y) * fogParams.w);
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float fogValue = shSaturate((depthPassthrough - fogParams.y) * fogParams.w);
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shOutputColour(0).xyz = shLerp (shOutputColour(0).xyz, fogColor, fogValue);
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}
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