use depth buffer to avoid writing to opaque fragments
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@@ -50,6 +50,7 @@ private:
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void useProgram(uint32_t program);
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void lineWidth(float lineWidth);
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void depthMask(bool value);
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public:
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mat4 matrix;
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@@ -64,6 +65,7 @@ private:
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uint32_t gl_program = 0;
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float gl_lineWidth = 0;
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bool gl_depthMask = true;
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std::unique_ptr<PlainShader> plainShader;
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std::unique_ptr<OutlineShader> outlineShader;
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