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Changing where depth is read. Trying to use the same depth buffer GL uses when copying depth to a texture. This eliminates some quirky code and gets depth copies working in AA, but may not work on older graphics cards.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3234 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -94,7 +94,7 @@ public:
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}
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};
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const char *GenerateVertexShader(u32 components, bool has_zbuffer_target);
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void GetVertexShaderId(VERTEXSHADERUID& vid, u32 components, u32 zbufrender);
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const char *GenerateVertexShader(u32 components);
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void GetVertexShaderId(VERTEXSHADERUID& vid, u32 components);
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#endif
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