projection work + tests
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@@ -100,8 +100,8 @@ fragment {
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//material.baseColor = vec4(sampledDepth.r, 0.0, 0.0, 1.0);
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//material.baseColor = vec4(vertexDepth, 0.0, 0.0, 1.0);
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if(materialParams.useDepth && abs(vertexDepth - sampledDepth.r) > 0.001) {
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discard;
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if(materialParams.useDepth && (sampledDepth.r < 0.0001 || abs(vertexDepth - sampledDepth.r) > 0.001)) {
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material.baseColor = vec4(0.0, 0.0, 0.0, 0.0);
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} else {
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vec2 texSize = vec2(textureSize(materialParams_color, 0));
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vec4 color = textureLod(materialParams_color, uvToRenderTargetUV(deviceCoords.xy), 0.0f);
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