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added some missing CAP_VR guards, more work on 2D in VR
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@@ -292,9 +292,11 @@ shared_ptr<glhr::GLprogram> write_shader(flagtype shader_flags) {
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if(dim3) shader_flags |= SF_ZFOG;
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}
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#if CAP_VR
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/* no z-fog in VR */
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if((shader_flags & SF_ZFOG) && vrhr::state == 2)
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shader_flags &= ~SF_ZFOG;
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#endif
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if(nil && pmodel == mdPerspective) {
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vsh += "uniform mediump float uRotCos, uRotSin, uRotNil;\n";
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