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ES2 crash fix: Don't draw depth if lacking fragment shader depth write.
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@@ -1252,6 +1252,7 @@ void TextureCacheCommon::LoadClut(u32 clutAddr, u32 loadBytes) {
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}
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}
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// To turn off dynamic CLUT (for demonstration or testing purposes), add "false &&" to this check.
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if (chosenFramebuffer && chosenFramebuffer->fbo) {
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clutRenderAddress_ = bestClutAddress;
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