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Change z of final meshes to improve mesh view in RenderDoc
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@@ -25,7 +25,7 @@ uniform vec4 modifyUV;
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void main()
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{
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vec3 transformed = projectionMatrix * viewMatrix * modelMatrix * vec3(aPos, 1.0);
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gl_Position = vec4(transformed, 1.0);
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gl_Position = vec4(transformed.xy, 0.0, 1.0);
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TexCoord = mix(modifyUV.xy, modifyUV.zw, tCoord);
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ArrayIndex = tArrayIndex * modifyArrayIndex;
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}
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@@ -23,6 +23,6 @@ uniform vec4 modifyUV;
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void main()
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{
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vec3 transformed = projectionMatrix * viewMatrix * modelMatrix * vec3(aPos, 1.0);
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gl_Position = vec4(transformed, 1.0);
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gl_Position = vec4(transformed.xy, 0.0, 1.0);
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TexCoord = mix(modifyUV.xy, modifyUV.zw, tCoord);
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}
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