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fix edge-fill filter for VL reprojection with VOXY enabled
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@@ -407,12 +407,12 @@ void main() {
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float _far = far*4.0;
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if (depth >= 1.0) {
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depth = DH_depth1;
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_near = dhNearPlane;
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_far = dhFarPlane;
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_near = LOD_NEARPLANE;
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_far = LOD_FARPLANE;
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}
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depth = linearizeDepthFast(depth, _near, _far);
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depth = depth / dhFarPlane;
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depth = depth / LOD_FARPLANE;
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if(depth < 1.0){
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gl_FragData[2] = vec4(vec3(0.0), depth * depth * 65000.0);
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