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Revert of b140709fa8 and new implementation of fixing picking for sinking objects
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@@ -1,14 +0,0 @@
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#version 110
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uniform vec4 uniform_color;
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uniform bool viewed_from_top;
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varying float world_pos_z;
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void main()
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{
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if (viewed_from_top && world_pos_z < 0.0)
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discard;
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gl_FragColor = uniform_color;
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}
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@@ -1,11 +0,0 @@
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#version 110
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uniform mat4 world_matrix;
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varying float world_pos_z;
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void main()
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{
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world_pos_z = (world_matrix * gl_Vertex).z;
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gl_Position = ftransform();
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}
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