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VertexShaderGen: Use reversed depth range.
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@ -1138,7 +1138,7 @@ void Renderer::SetViewport()
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auto iceilf = [](float f) { return static_cast<GLint>(ceilf(f)); };
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glViewport(iceilf(X), iceilf(Y), iceilf(Width), iceilf(Height));
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}
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glDepthRangef(0.0f, 16777215.0f / 16777216.0f);
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glDepthRangef(16777215.0f / 16777216.0f, 0.0f);
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}
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void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaEnable, bool zEnable,
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