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Slice index for 3D textures is always relative to overall depth
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@@ -1082,7 +1082,7 @@ bool GLReplay::RenderTexture(TextureDisplay cfg)
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ubo->InverseRangeSize = 1.0f/(cfg.rangemax-cfg.rangemin);
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ubo->MipLevel = (float)cfg.mip;
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ubo->Slice = (float)cfg.sliceFace;
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ubo->Slice = (float)(cfg.sliceFace>>cfg.mip);
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ubo->OutputDisplayFormat = resType;
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