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with lightstyles and/or fog stages. Surfaces counted the number of surface sprites on shader read. The system might add light stages based on lightstyles and/or fog and might skip the last few stages depending on added stages. Need to check if there's actually memory leaking in this case or not. If so, vanilla is affected as well.
Sprites that are invisible because of the fade value, generate degenerate triangles to stop computing useless fragments.
Uses less vertex pipeline outputs and computes image aspect correction in vertex shader instead of fragment shader
The algorithm tries to make sure that one border sample is sampled at least
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