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glhr:: shader-side band now ignores depth
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@@ -204,10 +204,12 @@ void display_data::set_projection(int ed, bool apply_models) {
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shaderside_projection = false;
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glhr::new_shader_projection = glhr::shader_projection::standard;
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if(pmodel == mdDisk && !spherespecial && !(hyperbolic && vid.alpha <= -1))
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shaderside_projection = true;
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if(pmodel == mdBand && hyperbolic && apply_models && !inHighQual)
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shaderside_projection = true, glhr::new_shader_projection = glhr::shader_projection::band;
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if(vid.consider_shader_projection) {
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if(pmodel == mdDisk && !spherespecial && !(hyperbolic && vid.alpha <= -1))
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shaderside_projection = true;
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if(pmodel == mdBand && hyperbolic && apply_models && !inHighQual)
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shaderside_projection = true, glhr::new_shader_projection = glhr::shader_projection::band;
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}
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start_projection(ed, shaderside_projection);
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