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Passing clipRange variable as a uniform and performing perspective divide in fragment shader for z_perspective = true solves the see through issue that affects many games. Shader code for z_perspective = false is virtually unaltered.
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This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
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This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
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