Merge pull request #13290 from Chaosus/projectionfix
Fix invalid transform when skip_vertex_transform used
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4a1d1cbbb4
@ -458,12 +458,7 @@ VERTEX_SHADER_CODE
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#endif //RENDER_DEPTH
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#if !defined(SKIP_TRANSFORM_USED) && !defined(RENDER_DEPTH_DUAL_PARABOLOID)
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gl_Position = projection_matrix * vec4(vertex_interp,1.0);
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#else
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gl_Position = vertex;
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#endif
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position_interp=gl_Position;
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