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Aug 23rd, 2017
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  1. const Frustum& rootFrustum = state->getCameraFrustum();
  2.  
  3. MatrixF proj = GFX->getProjectionMatrix();
  4.  
  5. if (GFX->getAdapterType() == GFXAdapterType::Direct3D11)
  6. MathUtils::getZBiasProjectionMatrix( -arcaneFX::sPolysoupZodiacZBias , rootFrustum, &proj);
  7. else
  8. MathUtils::getZBiasProjectionMatrix(arcaneFX::sPolysoupZodiacZBias, rootFrustum, &proj);
  9.  
  10. // Set up world transform
  11. MatrixF world = GFX->getWorldMatrix();
  12. proj.mul(world);
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