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GPU/D3D11: Fix mask test in same vertex batch
Fixes shadows in Bust a Groove 2, probably others.
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@ -510,7 +510,7 @@ std::string GPU_HW_ShaderGen::GenerateBatchVertexShader(bool textured)
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v_pos = float4(pos_x, pos_y, 0.0, 1.0);
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v_pos = float4(pos_x, pos_y, 0.0, 1.0);
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#if API_D3D11
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#if API_D3D11
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v_depth = 1.0 - (float(u_base_vertex_depth_id + (u_check_mask_before_draw ? 0u : v_id)) / 65535.0);
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v_depth = 1.0 - (float(u_base_vertex_depth_id + (u_check_mask_before_draw ? v_id : 0u)) / 65535.0);
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#else
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#else
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v_depth = 1.0 - (float(v_id - u_base_vertex_depth_id) / 65535.0);
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v_depth = 1.0 - (float(v_id - u_base_vertex_depth_id) / 65535.0);
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#endif
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#endif
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