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PostProcess shader - Generate plane perpendicular to World XZ

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I am trying to simulate uneven density in screen space fog (post process). In fragment shader, I would like to generate flat UV coordinates for density mask, which should be perpendicular to the world XZ plane - something like the floor. Any idea? ![alt text][1] [1]: /storage/temp/146653-upload-2019-9-17-17-42-9.png

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