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@@ -30,7 +30,7 @@ void main(void)
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vec4 worldPos = finalWorld * vec4(position, 1.0);
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gl_Position = viewProjection * worldPos;
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-vDepthMetric = ((gl_Position.z + depthValues.x) / (depthValues.y)) + biasAndScale.x;
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+vDepthMetric = ((clamp(gl_Position.z / gl_Position.w, -1.0, 1.0) + depthValues.x) / (depthValues.y)) + biasAndScale.x;
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#ifdef ALPHATEST
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#ifdef UV1
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