fix vertex calculation accuracy for depth buffer
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4ebe7d6215
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1ea062adaa
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@ -4994,7 +4994,7 @@ static void rlLoadShaderDefault(void)
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#if defined(GRAPHICS_API_OPENGL_ES3)
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#if defined(GRAPHICS_API_OPENGL_ES3)
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"#version 300 es \n"
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"#version 300 es \n"
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"precision mediump float; \n" // Precision required for OpenGL ES3 (WebGL 2) (on some browsers)
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"precision mediump float; \n" // Precision required for OpenGL ES3 (WebGL 2) (on some browsers)
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"in vec3 vertexPosition; \n"
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"in highp vec3 vertexPosition; \n"
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"in vec2 vertexTexCoord; \n"
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"in vec2 vertexTexCoord; \n"
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"in vec4 vertexColor; \n"
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"in vec4 vertexColor; \n"
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"out vec2 fragTexCoord; \n"
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"out vec2 fragTexCoord; \n"
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@ -5002,14 +5002,14 @@ static void rlLoadShaderDefault(void)
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#elif defined(GRAPHICS_API_OPENGL_ES2)
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#elif defined(GRAPHICS_API_OPENGL_ES2)
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"#version 100 \n"
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"#version 100 \n"
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"precision mediump float; \n" // Precision required for OpenGL ES2 (WebGL) (on some browsers)
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"precision mediump float; \n" // Precision required for OpenGL ES2 (WebGL) (on some browsers)
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"attribute vec3 vertexPosition; \n"
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"attribute highp vec3 vertexPosition; \n"
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"attribute vec2 vertexTexCoord; \n"
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"attribute vec2 vertexTexCoord; \n"
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"attribute vec4 vertexColor; \n"
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"attribute vec4 vertexColor; \n"
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"varying vec2 fragTexCoord; \n"
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"varying vec2 fragTexCoord; \n"
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"varying vec4 fragColor; \n"
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"varying vec4 fragColor; \n"
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#endif
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#endif
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"uniform mat4 mvp; \n"
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"uniform highp mat4 mvp; \n"
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"void main() \n"
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"void main() \n"
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"{ \n"
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"{ \n"
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" fragTexCoord = vertexTexCoord; \n"
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" fragTexCoord = vertexTexCoord; \n"
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