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Move UseVertexDepthRange() out of Renderer
There wasn't really a good place for it, but this will do
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5 changed files with 27 additions and 24 deletions
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@ -44,9 +44,13 @@ public:
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// (i.e. VertexShaderManager::SetConstants needs to be called before using this!)
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void TransformToClipSpace(const float* data, float* out, u32 mtxIdx);
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static bool UseVertexDepthRange();
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VertexShaderConstants constants{};
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bool dirty = false;
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private:
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alignas(16) std::array<float, 16> m_projection_matrix;
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