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VideoBackends: Floor depth values in depth copy shaders.
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@ -294,7 +294,7 @@ void TextureCache::CompileShaders()
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"\n"
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"void main(){\n"
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" vec4 texcol = texture(samp9, vec3(f_uv0.xy, %s));\n"
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" int depth = int(round(texcol.x * 16777216.0));\n"
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" int depth = int(floor(texcol.x * 16777216.0));\n"
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// Convert to Z24 format
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" ivec4 workspace;\n"
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