Texture3D: Apply a slight offset to the fragment uniform to account for rounding errors
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				|  | @ -120,7 +120,7 @@ namespace MoonWorks.Test | |||
| 
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| 		protected override void Draw(double alpha) | ||||
| 		{ | ||||
| 			FragUniform fragUniform = new FragUniform((float) currentDepth / texture.Depth); | ||||
| 			FragUniform fragUniform = new FragUniform((float)currentDepth / texture.Depth + 0.01f); | ||||
| 
 | ||||
| 			CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer(); | ||||
| 			Texture? backbuffer = cmdbuf.AcquireSwapchainTexture(MainWindow); | ||||
|  |  | |||
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