Adjusted depth range for weapon rendering (matches opengl version).
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@ -1238,6 +1238,11 @@ void vk_bind_stage_specific_resources(VkPipeline pipeline, bool multitexture) {
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viewport.height = (float)r.extent.height;
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viewport.minDepth = 0.0f;
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viewport.maxDepth = 1.0f;
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if (backEnd.currentEntity->e.renderfx & RF_DEPTHHACK) {
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viewport.maxDepth = 0.3f;
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}
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vkCmdSetViewport(vk.command_buffer, 0, 1, &viewport);
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if (tess.shader->polygonOffset) {
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