forked from LeenkxTeam/LNXSDK
		
	Update leenkx/blender/lnx/material/make_mesh.py
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		| @ -790,9 +790,10 @@ def make_forward_base(con_mesh, parse_opacity=False, transluc_pass=False): | |||||||
|         if '_MicroShadowing' in wrd.world_defs: |         if '_MicroShadowing' in wrd.world_defs: | ||||||
|             frag.write(', occlusion') |             frag.write(', occlusion') | ||||||
|         if '_SSRS' in wrd.world_defs: |         if '_SSRS' in wrd.world_defs: | ||||||
|  |             frag.add_uniform('sampler2D gbufferD', top=True) | ||||||
|             frag.add_uniform('mat4 invVP', '_inverseViewProjectionMatrix') |             frag.add_uniform('mat4 invVP', '_inverseViewProjectionMatrix') | ||||||
|             frag.add_uniform('vec3 eye', '_cameraPosition') |             frag.add_uniform('vec3 eye', '_cameraPosition') | ||||||
|             frag.write(', wposition.z, inVP, eye') |             frag.write(', wposition.z, invVP, eye') | ||||||
|         frag.write(');') |         frag.write(');') | ||||||
|  |  | ||||||
|     if '_Clusters' in wrd.world_defs: |     if '_Clusters' in wrd.world_defs: | ||||||
|  | |||||||
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