TextureCache: Force mono copies of the depth buffer.
Fixes stereoscopic stencil shadows in some games.
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@@ -338,7 +338,7 @@ TextureCache::TextureCache()
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"out vec4 ocol0;\n"
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"\n"
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"void main(){\n"
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" vec4 texcol = texture(samp9, f_uv0);\n"
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" vec4 texcol = texture(samp9, vec3(f_uv0.xy, 0));\n"
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// 255.99998474121 = 16777215/16777216*256
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" float workspace = texcol.x * 255.99998474121;\n"
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