Fix classic fog
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@ -10,7 +10,7 @@ vec4 getPosFromUVDepth(vec3 uvDepth, mat4 InverseProjectionMatrix);
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void main()
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{
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vec2 uv = gl_FragCoord.xy / screen;
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vec2 uv = 2. * gl_FragCoord.xy / screen;
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float z = texture(tex, uv).x;
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vec4 xpos = getPosFromUVDepth(vec3(uv, z), InverseProjectionMatrix);
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