Use MATH_fmac
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@ -923,7 +923,7 @@ GL_FORCE_INLINE void divide(SubmissionTarget* target) {
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vertex->xyz[0] *= f;
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vertex->xyz[0] *= f;
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vertex->xyz[1] *= f;
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vertex->xyz[1] *= f;
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vertex->xyz[2] = MAX(
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vertex->xyz[2] = MAX(
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1.0f - fmaf(vertex->xyz[2] * f, 0.5f, 0.5f),
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1.0f - MATH_fmac(vertex->xyz[2] * f, 0.5f, 0.5f),
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PVR_MIN_Z
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PVR_MIN_Z
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);
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);
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++vertex;
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++vertex;
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