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OpenXR - Fix HUD in many games which breaks postprocess effects
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@@ -727,7 +727,7 @@ bool Is2DVRObject(float* projMatrix, bool ortho) {
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if (!identity && !ortho) {
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vr3DGeometryCount++;
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}
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return identity;
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return identity || ortho;
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}
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void UpdateVRParams(float* projMatrix, float* viewMatrix) {
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@@ -385,12 +385,11 @@ void LinkedShader::UpdateUniforms(u32 vertType, const ShaderID &vsid, bool useBu
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// Set HUD mode
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if (gstate_c.Use(GPU_USE_VIRTUAL_REALITY)) {
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bool is3D = gstate.isDepthWriteEnabled();
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bool hud = is2D && !is3D && !flatScreen &&
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gstate.isModeThrough() && //2D content requires orthographic projection
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bool hud = is2D && !flatScreen &&
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gstate.isAlphaBlendEnabled() && //2D content has to be blended
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!gstate.isLightingEnabled() && //2D content cannot be rendered with lights on
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!gstate.isFogEnabled(); //2D content cannot be rendered with fog on
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!gstate.isFogEnabled() && //2D content cannot be rendered with fog on
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!gstate.isDepthWriteEnabled(); //This breaks minimap in GTA but works elsewhere
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if (hud) {
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float scale = 0.5f;
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render_->SetUniformF1(&u_scaleX, scale);
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