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fix: high precision depth map
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@@ -10,7 +10,7 @@ uniform float caliber;
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uniform float ricochetAngle;
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uniform float normalization;
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uniform sampler2D externalModuleMask;
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uniform sampler2D spacedArmorDepth;
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uniform highp sampler2D spacedArmorDepth;
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uniform sampler2D spacedArmorMask;
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uniform vec2 resolution;
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varying mat4 vProjectionMatrix;
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@@ -112,8 +112,4 @@ void main() {
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} else {
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gl_FragColor = vec4(color, (1.0 - penetrationChance) * 0.5);
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}
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// if (isUnderExternalModule) {
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// gl_FragColor = vec4(0.0, 0.0, 1.0, 1.0);
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// }
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}
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