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OGL: Use floating point arithmetic to scale the depth value.
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@ -428,7 +428,6 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
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}
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D3D::context->Unmap(read_tex, 0);
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// TODO: in RE0 this value is often off by one in Video_DX9 (where this code is derived from), which causes lighting to disappear
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return ret;
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}
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else if (type == PEEK_COLOR)
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