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fixed stereo_alpha in some geometries
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@ -520,7 +520,9 @@ shared_ptr<glhr::GLprogram> write_shader(flagtype shader_flags) {
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shader_flags |= SF_ORIENT;
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}
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else if((shader_flags & SF_PERS3) && stereo_alpha && !vrhr::rendering_eye()) {
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vmain += "t = uPP * t;", vsh += "uniform mediump mat4 uPP;";
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vmain += stereo_shader();
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shader_flags |= SF_ORIENT;
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}
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vmain += "gl_Position = uP * t;\n";
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