Fix bad merge, replace frag_coord with mesh.position
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@ -26,7 +26,7 @@ fn fragment(
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#ifdef WEBGL2
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let depth = 0.0;
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#else
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let depth = bevy_pbr::prepass_utils::prepass_depth(frag_coord, sample_index);
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let depth = bevy_pbr::prepass_utils::prepass_depth(mesh.position, sample_index);
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#endif
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return vec4(depth, depth, depth, 1.0);
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} else if settings.show_normals == 1u {
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