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glsl_shader_gen: Increase z=0 epsillon (#7408)
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@ -40,7 +40,7 @@ layout (binding = 1, std140) uniform vs_data {
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vec4 clip_coef;
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vec4 clip_coef;
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};
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};
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const vec2 EPSILON_Z = vec2(0.00000001f, -1.00001f);
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const vec2 EPSILON_Z = vec2(0.000001f, -1.00001f);
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vec4 SanitizeVertex(vec4 vtx_pos) {
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vec4 SanitizeVertex(vec4 vtx_pos) {
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float ndc_z = vtx_pos.z / vtx_pos.w;
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float ndc_z = vtx_pos.z / vtx_pos.w;
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