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REVIEWED: Potential shader issues
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@ -22,5 +22,5 @@ void main()
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float depth = (2.0*zNear)/(zFar + zNear - z*(zFar - zNear));
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// Calculate final fragment color
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gl_FragColor = vec4(depth, depth, depth, 1.0f);
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gl_FragColor = vec4(depth, depth, depth, 1.0);
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}
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