Shader/GlslWriter: Add depth fix (from [0;1] to [-1;1]
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@@ -43,6 +43,7 @@ namespace Nz
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unsigned int glMinorVersion = 0;
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bool glES = false;
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bool flipYPosition = false;
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bool scaleZPosition = false;
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};
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static const char* GetFlipYUniformName();
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