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for OGL renderer W buffer rendering avoid undefined vertex z
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see https://github.com/melonDS-emu/melonDS/issues/2017
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@ -681,6 +681,7 @@ void main()
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vec4 fpos;
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fpos.xy = (((vec2(vPosition.xy) ) * 2.0) / uScreenSize) - 1.0;
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fpos.z = 0.0;
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fZ = float(vPosition.z << zshift) / 16777216.0;
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fpos.w = float(vPosition.w) / 65536.0f;
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fpos.xy *= fpos.w;
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