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FIx the bad world position evaluation in the new all in one call
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@ -218,7 +218,7 @@ TransformObject getTransformObject() {
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{ // transformModelToEyeAndClipPos
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vec4 eyeWAPos;
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<$transformModelToEyeWorldAlignedPos($cameraTransform$, $objectTransform$, $modelPos$, eyeWAPos)$>
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<$worldPos$> = vec4(eyeWAPos.xyz - <$cameraTransform$>._view[3].xyz, 1.0);
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<$worldPos$> = vec4(eyeWAPos.xyz + <$cameraTransform$>._viewInverse[3].xyz, 1.0);
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<$clipPos$> = <$cameraTransform$>._projectionViewUntranslated * eyeWAPos;
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<$eyePos$> = vec4((<$cameraTransform$>._view * vec4(eyeWAPos.xyz, 0.0)).xyz, 1.0);
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