attempted fix for incorrect sampling of depth buffer stuffs
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@@ -1,8 +1,9 @@
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#version 330 core
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layout(binding = 0) uniform sampler2D depthTex;
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layout(location = 1) uniform vec2 scaleFactor;
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in vec2 UV;
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void main() {
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gl_FragDepth = texture(depthTex, UV).r;
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gl_FragDepth = texture(depthTex, UV*scaleFactor).r;
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}
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