flip UV coords for capture material
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@@ -51,10 +51,7 @@ fragment {
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void material(inout MaterialInputs material) {
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prepareMaterial(material);
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vec4 sp = clamp(variable_screenPos, 0.0, 1.0);
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//material.baseColor = vec4(sp.x, sp.y, 0.0f, 1.0);
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vec4 color = textureLod(materialParams_color, sp.xy, 0.0f);
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//vec2 uv = getUV0();
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vec4 color = textureLod(materialParams_color, uvToRenderTargetUV(sp.xy), 0.0f);
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material.baseColor = vec4(color.xyz, 1.0);
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}
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}
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