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Followup to #17471: Fix Lubos' VR sky clearing hack
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@ -711,9 +711,8 @@ void GLQueueRunner::RunSteps(const std::vector<GLRStep *> &steps, GLFrameData &f
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case GLRStepType::RENDER:
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renderCount++;
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if (IsVREnabled()) {
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GLRStep &vrStep = step;
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PreprocessStepVR(&vrStep);
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PerformRenderPass(vrStep, renderCount == 1, renderCount == totalRenderCount, frameData.profile);
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PreprocessStepVR(&step);
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PerformRenderPass(step, renderCount == 1, renderCount == totalRenderCount, frameData.profile);
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} else {
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PerformRenderPass(step, renderCount == 1, renderCount == totalRenderCount, frameData.profile);
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}
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@ -561,10 +561,14 @@ void PreprocessSkyplane(GLRStep* step) {
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// Clear sky with the fog color.
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if (!vrCompat[VR_COMPAT_FBO_CLEAR]) {
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GLRRenderData &skyClear = step->commands.insert(step->commands.begin());
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skyClear.cmd = GLRRenderCommand::CLEAR; // intentional zero-initialize
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skyClear.cmd = GLRRenderCommand::CLEAR;
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skyClear.clear.colorMask = 0xF;
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skyClear.clear.clearMask = GL_COLOR_BUFFER_BIT;
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skyClear.clear.clearMask = GL_COLOR_BUFFER_BIT; // don't need to initialize clearZ, clearStencil
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skyClear.clear.clearColor = vrCompat[VR_COMPAT_FOG_COLOR];
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skyClear.clear.scissorX = 0;
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skyClear.clear.scissorY = 0;
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skyClear.clear.scissorW = 0; // signal no scissor
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skyClear.clear.scissorH = 0;
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vrCompat[VR_COMPAT_FBO_CLEAR] = true;
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}
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