Do not allow inf z value in the vertex shader. Clamp w to a very small value.
Fixes ground triangles clipping in Soulcalibur intro sequence.
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@ -108,7 +108,10 @@ void main() \n\
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vtx_offs=in_offs; \n\
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vtx_offs=in_offs; \n\
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vtx_uv=in_uv; \n\
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vtx_uv=in_uv; \n\
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vec4 vpos=in_pos; \n\
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vec4 vpos=in_pos; \n\
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vpos.w=1.0/vpos.z; \n"
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if (isinf(vpos.z)) \n\
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vpos.w = 1.18e-38; \n\
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else \n\
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vpos.w = 1.0 / vpos.z; \n"
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#ifndef GLES
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#ifndef GLES
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"\
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"\
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if (vpos.w < 0.0) { \n\
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if (vpos.w < 0.0) { \n\
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