DRTVWR-592: Don't read UVs for PBR terrain in single-plane case - works out to be more expensive than triplanar in some cases, and UVs are already trivial
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fa11e94c3c
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b1a3a274ff
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@ -84,7 +84,7 @@ void main()
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// (-x)z
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vary_coords[1].xy = texture_transform(position.xz * vec2(-1, 1), texture_base_color_transform, texture_matrix0);
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#elif TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 1
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vary_texcoord0.xy = texture_transform(texcoord0, texture_base_color_transform, texture_matrix0);
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vary_texcoord0.xy = texture_transform(position.xy, texture_base_color_transform, texture_matrix0);
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#endif
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vec4 tc = vec4(texcoord1,0,1);
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