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fix zfast_crt for rotated games
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@ -95,10 +95,10 @@ void main()
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float YY = Y*Y;
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float YY = Y*Y;
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#if defined(FINEMASK)
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#if defined(FINEMASK)
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float whichmask = fract( gl_FragCoord.x*-0.4999);
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float whichmask = fract(floor(vTexCoord.x*params.OutputSize.x*-0.4999));
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float mask = 1.0 + float(whichmask < 0.5) * -MASK_DARK;
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float mask = 1.0 + float(whichmask < 0.5) * -MASK_DARK;
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#else
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#else
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float whichmask = fract(gl_FragCoord.x * -0.3333);
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float whichmask = fract(floor(vTexCoord.x*params.OutputSize.x)*-0.3333));
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float mask = 1.0 + float(whichmask <= 0.33333) * -MASK_DARK;
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float mask = 1.0 + float(whichmask <= 0.33333) * -MASK_DARK;
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#endif
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#endif
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vec3 colour = texture(Source, p).rgb;
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vec3 colour = texture(Source, p).rgb;
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