Fixed ZFar plane bug.
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@ -1136,7 +1136,7 @@ void vk_get_mvp_transform(float mvp[16]) {
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// update q3's proj matrix (opengl) to vulkan conventions: z - [0, 1] instead of [-1, 1] and invert y direction
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// update q3's proj matrix (opengl) to vulkan conventions: z - [0, 1] instead of [-1, 1] and invert y direction
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float zNear = r_znear->value;
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float zNear = r_znear->value;
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float zFar = tr.viewParms.zFar;
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float zFar = backEnd.viewParms.zFar;
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float P10 = -zFar / (zFar - zNear);
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float P10 = -zFar / (zFar - zNear);
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float P14 = -zFar*zNear / (zFar - zNear);
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float P14 = -zFar*zNear / (zFar - zNear);
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float P5 = -p[5];
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float P5 = -p[5];
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