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Change the offset to 0.0
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@ -481,7 +481,7 @@ void ShaderManagerDX9::VSUpdateUniforms(int dirtyUniforms) {
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if (dirtyUniforms & DIRTY_DEPTHRANGE) {
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float viewZScale = gstate.getViewportZScale();
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float viewZCenter = gstate.getViewportZCenter() + 0.375;
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float viewZCenter = gstate.getViewportZCenter();
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float viewZCenterClean = gstate.getViewportZCenter();
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float viewZInvScale;
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if (viewZScale != 0.0) {
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@ -591,7 +591,7 @@ void LinkedShader::UpdateUniforms(u32 vertType) {
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}
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if ((dirty & DIRTY_DEPTHRANGE) && u_depthRange != -1) {
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float viewZScale = gstate.getViewportZScale();
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float viewZCenter = gstate.getViewportZCenter() + 0.375;
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float viewZCenter = gstate.getViewportZCenter();
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float viewZCenterClean = gstate.getViewportZCenter();
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float viewZInvScale;
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if (viewZScale != 0.0) {
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