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LFV - fix split screen LFV view direction due to badSVPos code (DepthBufferTranslatedWorldPos do not need ViewRectMin offset).
[REVIEW] 29831999 [CL 29837956 by sebastien hillaire in ue5-main branch]
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@@ -82,7 +82,8 @@ void LocalFogVolumeTiledPS(
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#else
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const float HalfResScale = 1.0f;
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#endif
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const float2 SourcePixelPos = SVPos.xy * HalfResScale + ResolvedView.ViewRectMin.xy;
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const float2 ViewRectSVPos = SVPos.xy * HalfResScale;
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const float2 SourcePixelPos = ViewRectSVPos + ResolvedView.ViewRectMin.xy;
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#if SHADING_PATH_MOBILE
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float2 UVDepth = SourcePixelPos * ResolvedView.BufferSizeAndInvSize.zw;
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@@ -94,10 +95,10 @@ void LocalFogVolumeTiledPS(
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#if HAS_INVERTED_Z_BUFFER
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DeviceZ = max(0.000000000001, DeviceZ); // Make sure SvPositionToWorld does not return bad values when DeviceZ is far=0 when using inverted z
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#endif
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float3 DepthBufferTranslatedWorldPos = SvPositionToTranslatedWorld(float4(SourcePixelPos, DeviceZ, 1.0));
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float3 DepthBufferTranslatedWorldPos = SvPositionToResolvedTranslatedWorld(float4(ViewRectSVPos, DeviceZ, 1.0));
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#if LFV_HALFRES_PS
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uint2 TilePos = (SourcePixelPos - ResolvedView.ViewRectMin.xy) / LFVTilePixelSize;
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uint2 TilePos = ViewRectSVPos / LFVTilePixelSize;
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#else
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uint2 TilePos = LFVUnpackTile(OtherVertexOutput.TileData);
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#endif
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