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Add glDepthMask caching
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@ -118,6 +118,9 @@ public:
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BoolState<GL_DEPTH_TEST, false> depthTest;
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STATE1(glDepthFunc, GLenum, GL_LESS) depthFunc;
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STATE1(glDepthMask, GLboolean, GL_TRUE) depthWrite;
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#if defined(USING_GLES2)
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STATE2(glDepthRangef, float, float, 0.f, 1.f) depthRange;
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#else
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