use zfunc=less than
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@ -128,7 +128,7 @@ static const int fragment_shader_length = (sizeof (fragment_shader)) / (sizeof (
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static const int fragment_shader_instructions = (fragment_shader_length / 6) - 1;
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static const uint32_t vertex_shader[] = {
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#include "cube_rotate_optimize_scale.vs.inc"
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#include "cube_rotate_optimize_zscale.vs.inc"
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#include "clear_nop.vs.inc"
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};
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static const int vertex_shader_length = (sizeof (vertex_shader)) / (sizeof (vertex_shader[0]));
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@ -236,7 +236,7 @@ int _3d_clear(int ix)
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T0V(VAP_PROG_STREAM_CNTL_EXT_0
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, VAP_PROG_STREAM_CNTL_EXT__SWIZZLE_SELECT_X_0__SELECT_X
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| VAP_PROG_STREAM_CNTL_EXT__SWIZZLE_SELECT_Y_0__SELECT_Y
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| VAP_PROG_STREAM_CNTL_EXT__SWIZZLE_SELECT_Z_0__SELECT_FP_ZERO
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| VAP_PROG_STREAM_CNTL_EXT__SWIZZLE_SELECT_Z_0__SELECT_FP_ONE
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| VAP_PROG_STREAM_CNTL_EXT__SWIZZLE_SELECT_W_0__SELECT_FP_ONE
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| VAP_PROG_STREAM_CNTL_EXT__WRITE_ENA_0(0b1111)
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);
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@ -305,7 +305,7 @@ int _3d_cube(int ix, float theta)
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| ZB_CNTL__ZWRITEENABLE__ENABLE // 1
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);
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T0V(ZB_ZSTENCILCNTL
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, ZB_ZSTENCILCNTL__ZFUNC(5) // less than
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, ZB_ZSTENCILCNTL__ZFUNC(1) // less than
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);
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T0V(ZB_FORMAT
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@ -1127,8 +1127,6 @@ int main()
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// next indirect buffer
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ib_dwords = indirect_buffer(theta);
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break;
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}
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{
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