Fix regression in SetOutlineDepth::Real.
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@ -63,7 +63,7 @@ fn vertex(vertex: VertexInput) -> @builtin(position) vec4<f32> {
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#ifdef FLAT_DEPTH
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#ifdef FLAT_DEPTH
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let out_zw = vec2<f32>(model_origin_z(vstage.origin, view.view_proj) * clip_pos.w, clip_pos.w);
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let out_zw = vec2<f32>(model_origin_z(vstage.origin, view.view_proj) * clip_pos.w, clip_pos.w);
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#else
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#else
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let out_zw = clip_pos.wz;
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let out_zw = clip_pos.zw;
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#endif
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#endif
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#ifdef OFFSET_ZERO
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#ifdef OFFSET_ZERO
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let out_xy = clip_pos.xy;
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let out_xy = clip_pos.xy;
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@ -304,7 +304,9 @@ impl SpecializedMeshPipeline for OutlinePipeline {
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depth_compare: CompareFunction::Greater,
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depth_compare: CompareFunction::Greater,
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stencil: StencilState::default(),
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stencil: StencilState::default(),
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bias: DepthBiasState {
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bias: DepthBiasState {
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constant: if key.pass_type() == PassType::Stencil {
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constant: if key.depth_mode() == DepthMode::Flat
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&& key.pass_type() == PassType::Stencil
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{
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2 // 1 is empirically not enough to prevent Z-fighting.
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2 // 1 is empirically not enough to prevent Z-fighting.
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} else {
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} else {
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0
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0
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