Possibly fixing transforms.
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@@ -50,7 +50,7 @@ struct VertexData { \n\
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}; \n\
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";
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const std::string vs_source = header +
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"\n\
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"\n\
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layout(location = 0) uniform vec4 src_uv_params; \n\
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out gl_PerVertex { \n\
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vec4 gl_Position; \n\
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@@ -77,13 +77,12 @@ void main() { \n\
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} \n\
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";
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const std::string depth_fs_source = header +
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"\n\
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"\n\
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layout(location = 1) uniform sampler2D src_texture; \n\
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layout(location = 0) in VertexData vtx; \n\
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layout(location = 0) out vec4 oC; \n\
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void main() { \n\
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vec4 c = texture(src_texture, vtx.uv); \n\
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gl_FragDepth = c.r; \n\
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gl_FragDepth = texture(src_texture, vtx.uv).r; \n\
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} \n\
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";
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