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				@ -484,12 +484,16 @@ void OpenGLDevice::CommitClear(OpenGLTexture* tex)
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				        if (tex->IsDepthStencil())
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				        {
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				          const float depth = tex->GetClearDepth();
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				          glDisable(GL_SCISSOR_TEST);
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				          glClearBufferfv(GL_DEPTH, 0, &depth);
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				          glEnable(GL_SCISSOR_TEST);
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				        }
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				        else
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				        {
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				          const auto color = tex->GetUNormClearColor();
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				          glDisable(GL_SCISSOR_TEST);
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				          glClearBufferfv(GL_COLOR, 0, color.data());
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				          glEnable(GL_SCISSOR_TEST);
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				        }
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				        glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, attachment, GL_TEXTURE_2D, 0, 0);
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				@ -526,7 +530,9 @@ void OpenGLDevice::CommitClear(OpenGLFramebuffer* fb)
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				      case GPUTexture::State::Cleared:
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				      {
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				        const auto color = FB->GetUNormClearColor();
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				        glDisable(GL_SCISSOR_TEST);
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				        glClearBufferfv(GL_COLOR, 0, color.data());
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				        glEnable(GL_SCISSOR_TEST);
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				        FB->SetState(GPUTexture::State::Dirty);
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				      }
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				@ -552,7 +558,9 @@ void OpenGLDevice::CommitClear(OpenGLFramebuffer* fb)
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				      case GPUTexture::State::Cleared:
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				      {
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				        const float depth = DS->GetClearDepth();
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				        glDisable(GL_SCISSOR_TEST);
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				        glClearBufferfv(GL_DEPTH, 0, &depth);
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				        glEnable(GL_SCISSOR_TEST);
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				        DS->SetState(GPUTexture::State::Dirty);
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				      }
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				      break;
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