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VideoCommon: Don't process the depth range in the vertex shader if it's not oversized.
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@ -43,7 +43,8 @@ struct vertex_shader_uid_data
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u32 texMtxInfo_n_projection : 16; // Stored separately to guarantee that the texMtxInfo struct is
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// 8 bits wide
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u32 ssaa : 1;
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u32 pad : 15;
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u32 vertex_depth : 1;
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u32 pad : 14;
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struct
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{
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