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@@ -622,7 +622,6 @@ void Camera::UpdateProjection() const
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}
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else
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{
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- // Disregard near clip, because it does not affect depth precision as with perspective projection
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float h = (1.0f / (orthoSize_ * 0.5f)) * zoom_;
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float w = h / aspectRatio_;
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float q = 1.0f / farClip_;
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