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# Objective Optimize vertex prepass shader maybe? Make it consistent with the base vertex shader ## Solution `mesh_position_local_to_clip` just calls `mesh_position_local_to_world` and then `position_world_to_clip` since `out.world_position` is getting calculated anyway a few lines below, just move it up and use it's output to calculate `out.position`. It is the same as in the base vertex shader (`mesh.wgsl`). Note: I have no idea if there is a reason that it was this way. I'm not an expert, just noticed this inconsistency while messing with custom shaders. |
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