Pass depth scale factors to vertex shaders.
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@@ -1,5 +1,5 @@
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uniform vec2 Scroll;
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uniform vec2 r1,r2; // matrix elements
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uniform vec3 Scroll;
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uniform vec3 r1, r2;
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attribute vec4 aVertexPosition;
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attribute vec4 aVertexTexCoord;
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@@ -36,8 +36,7 @@ vec4 DecodeDepthChannelMask(float x)
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void main()
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{
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vec2 p = (aVertexPosition.xy - Scroll.xy) * r1 + r2;
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gl_Position = vec4(p.x,p.y,0,1);
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gl_Position = vec4((aVertexPosition.xyz - Scroll.xyz) * r1 + r2, 1);
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vTexCoord = aVertexTexCoord;
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vChannelMask = DecodeChannelMask(aVertexTexCoord.w);
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vDepthMask = DecodeDepthChannelMask(aVertexTexCoord.w);
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