Optimize out some stencil emulation, try to avoid depth write #11620
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See #11535 (comment) - depth is basically broken no matter what you do. If stencil is not involved, then early depth tests are mostly the better broken.
Probably fixes #11583, at least there's no visible issue in that scene with the broken depth testing now (though there might be weird artifacts around it, not sure.) Doesn't help #11535.
Also, the optimization mostly prevents
vec4(v, 0.0)
in many cases when it's unnecessary, and cuts down on blending.-[Unknown]