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3D:: shader variants for R3 and S3
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@@ -218,8 +218,12 @@ void display_data::set_projection(int ed, bool apply_models) {
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shaderside_projection = true, glhr::new_shader_projection = glhr::shader_projection::band;
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if(pmodel == mdHalfplane && hyperbolic && apply_models)
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shaderside_projection = true, glhr::new_shader_projection = glhr::shader_projection::halfplane;
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if(DIM == 3)
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shaderside_projection = true, glhr::new_shader_projection = glhr::shader_projection::standard3;
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if(DIM == 3 && hyperbolic)
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shaderside_projection = true, glhr::new_shader_projection = glhr::shader_projection::standardH3;
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if(DIM == 3 && euclid)
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shaderside_projection = true, glhr::new_shader_projection = glhr::shader_projection::standardR3;
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if(DIM == 3 && sphere)
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shaderside_projection = true, glhr::new_shader_projection = glhr::shader_projection::standardS3;
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}
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start_projection(ed, shaderside_projection);
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@@ -258,7 +262,7 @@ void display_data::set_projection(int ed, bool apply_models) {
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current_display->scrdist_text = cd->ysize * sc / 2;
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if(glhr::new_shader_projection == glhr::shader_projection::standard3) {
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if(glhr::new_shader_projection == glhr::shader_projection::standardH3) {
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glhr::fog_max(1/binary::btrange);
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}
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