fix: preserve native sky sprite screen depth
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@@ -533,7 +533,7 @@ fn native_specular_reference_uses_squared_power_and_total_overflow_curve() {
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fn shader_computes_radial_fog_per_vertex_and_interpolates_it() {
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let vertex = include_str!("../../shaders/triangle.vert");
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let fragment = include_str!("../../shaders/triangle.frag");
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assert!(vertex.contains("out_fog_factor = native_fog_factor(in_position);"));
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assert!(vertex.contains("out_fog_factor = screen_tl ? 0.0 : native_fog_factor(in_position);"));
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assert!(fragment.contains("layout(location = 4) in float in_fog_factor;"));
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assert!(!fragment.contains("distance(in_world_position"));
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assert!(!fragment.contains("float fog_factor()"));
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