param ordering
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@@ -150,7 +150,7 @@ PbrLightingOutput ForwardPassPS_Common(VSOutput IN, bool isFrontFace, out float
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GetParallaxInput(IN.m_normal, tangents[MaterialSrg::m_parallaxUvIndex], bitangents[MaterialSrg::m_parallaxUvIndex], MaterialSrg::m_depthFactor, MaterialSrg::m_depthOffset,
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ObjectSrg::GetWorldMatrix(), uvMatrix, uvMatrixInverse,
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IN.m_uv[MaterialSrg::m_parallaxUvIndex], IN.m_worldPosition, depth, displacementIsClipped, IN.m_position.w);
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IN.m_uv[MaterialSrg::m_parallaxUvIndex], IN.m_worldPosition, depth, IN.m_position.w, displacementIsClipped);
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// Apply second part of the offset to the detail UV (see comment above)
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IN.m_detailUv[MaterialSrg::m_parallaxUvIndex] -= IN.m_uv[MaterialSrg::m_parallaxUvIndex];
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