Massive deferred update...
Plus renamed setupViewport to setup[2|3]DViewport. Migrated mWindowRect to mWindowRectRaw, mVirtualWindowRect to mWindowRectScaled. Slowly updating getwindow/getworldview calls to new v2 variants as I run across them. Cleaned up ascent-related code in llmanip.cpp. Impostor update tweaks. Edgepatch water occlusion changes. (no patch flickering on edges of screen while moving camera)
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@@ -29,7 +29,7 @@ varying vec2 vary_fragcoord;
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float getDepth(vec2 pos_screen)
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{
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float z = texture2DRect(depthMap, pos_screen.xy).a;
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float z = texture2DRect(depthMap, pos_screen.xy).r;
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z = z*2.0-1.0;
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vec4 ndc = vec4(0.0, 0.0, z, 1.0);
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vec4 p = inv_proj*ndc;
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