We only uses one depth buffer now
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@@ -8,7 +8,8 @@ DrawFinalPassState::DrawFinalPassState(GLuint frameBuffer)
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Enable(GL_BLEND);
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BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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Enable(GL_DEPTH_TEST);
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glDepthFunc(GL_LEQUAL);
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DepthMask(GL_FALSE);
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DepthFunc(GL_LEQUAL);
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Enable(GL_CULL_FACE);
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Enable(GL_STENCIL_TEST);
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StencilFunc(GL_NOTEQUAL, 1, 0xFF);
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