in ffi, enable GL_DEPTH_TEST and also clear the GL_DEPTH_BUFFER_BIT on each frame; I forgot this before, but it is essential for proper depth testing/layering
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@@ -65,13 +65,13 @@ struct
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Rect.lerp
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( Real32.fromInt (posX - 1)
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, Real32.fromInt posY
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, 0.01
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, 0.9
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, scale
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, fw
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, fh
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, r
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, g
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, b
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, 1.0
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, 1.0
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, 1.0
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)
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fun makeChr (chr, posX, posY, windowWidth, windowHeight, r, g, b) =
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@@ -79,7 +79,7 @@ struct
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( chr
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, Real32.fromInt posX
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, Real32.fromInt posY
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, 0.05
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, 0.1
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, scale
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, windowWidth
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, windowHeight
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