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add DH overdraw prevention toggle.
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@ -93,11 +93,14 @@ uniform vec3 cameraPosition;
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/* RENDERTARGETS:1,7,8 */
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void main() {
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// overdraw prevention
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if(clamp(1.0-length(pos.xyz)/max(far - 16.0,0.0),0.0,1.0) > 0.0 ){
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discard;
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return;
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}
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#ifdef DH_OVERDRAW_PREVENTION
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// overdraw prevention
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if(clamp(1.0-length(pos.xyz)/max(far - 16.0,0.0),0.0,1.0) > 0.0 ){
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discard;
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return;
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}
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#endif
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vec3 normals = viewToWorld(normals_and_materials.xyz);
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float materials = normals_and_materials.a;
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