Refactor: GLSL: Cleanup Clip Space vs. NDC Space naming #105423
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@ -86,8 +86,6 @@ void main()
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vec3 view_pos1 = point_world_to_view(world_pos1);
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vec4 out_pos0 = point_world_to_homogenous(world_pos0);
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vec4 out_pos1 = point_world_to_homogenous(world_pos1);
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/* Offset Z position for retopology overlay. */
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out_pos0.z += get_homogenous_z_offset(view_pos0.z, out_pos0.w, retopologyOffset);
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Same thing here.