Mali-400/450 don't support highp floats in the fragment shader. This
causes overflows when computing fog density in some game scenes. To work
around that, calculate fog density in vertex shader and use
interpolation.
vulkan,gl: Get rid of extra_depth_scale in fragment shader by
integrating it in fog density
Support VO_STARTX and VO_STARTY for shifting displayed frame
Add glm to deps
Calculate NDC, scissoring and viewport matrices once
Reduce code duplication
90deg CC screen rotation option for some arcade games
Fix scissoring and clipping when screen scaling/stretching/rotating
Clear shader cache when screen rotation changes
Properly delete all gl programs and shaders when needed
implement screen scaling for per-pixel renderer
fix output FBO not being freed/recreated when GL context is reset
refactor DrawQuad on per-pixel renderer