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Fix stupid bug in Z16L depth texture efb2ram encoding shader.
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@ -555,8 +555,8 @@ void WriteZ16LEncoder(char* p,API_TYPE ApiType)
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WRITE(p, " depth -= expanded.g * 256.0;\n");
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WRITE(p, " depth -= expanded.g * 256.0;\n");
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WRITE(p, " expanded.b = depth;\n");
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WRITE(p, " expanded.b = depth;\n");
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WRITE(p, " ocol0.r = expanded.b;\n");
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WRITE(p, " ocol0.r = expanded.b / 255.0;\n");
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WRITE(p, " ocol0.a = expanded.g;\n");
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WRITE(p, " ocol0.a = expanded.g / 255.0;\n");
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WriteEncoderEnd(p, ApiType);
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WriteEncoderEnd(p, ApiType);
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}
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}
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