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- const Frustum& rootFrustum = state->getCameraFrustum();
- MatrixF proj = GFX->getProjectionMatrix();
- if (GFX->getAdapterType() == GFXAdapterType::Direct3D11)
- MathUtils::getZBiasProjectionMatrix( -arcaneFX::sPolysoupZodiacZBias , rootFrustum, &proj);
- else
- MathUtils::getZBiasProjectionMatrix(arcaneFX::sPolysoupZodiacZBias, rootFrustum, &proj);
- // Set up world transform
- MatrixF world = GFX->getWorldMatrix();
- proj.mul(world);
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