message: fix computation of shading_posiiton for clip space domain shader
  When reconstructing the position from clip-space, we need to apply
  the .w divide.
  Also use getWorldFromClipMatrix() directly.
diff: @@ -140,8 +140,8 @@ vec4 computeWorldPosition() {
  vec3 position = getPosition().xyz;
  return mulMat4x4Float3(transform, position);
  #else
  - mat4 transform = getWorldFromViewMatrix() * getViewFromClipMatrix();
  - vec3 position = getPosition().xyz;
  - return mulMat4x4Float3(transform, position);
  + mat4 transform = getWorldFromClipMatrix();
  + vec4 position = transform * getPosition();
  + return position * (1.0 / position.w);
  #endif
  }
  