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https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-23 00:01:31 +11:00
add AMD texcoord fix to super-xbr shaders
This commit is contained in:
parent
e071050ed0
commit
0424ec969d
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@ -96,7 +96,7 @@ layout(location = 0) out vec2 vTexCoord;
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void main()
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void main()
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{
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{
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gl_Position = global.MVP * Position;
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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vTexCoord = TexCoord * 1.0001;
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}
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}
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#pragma stage fragment
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#pragma stage fragment
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@ -127,7 +127,7 @@ layout(location = 0) out vec2 vTexCoord;
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void main()
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void main()
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{
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{
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gl_Position = global.MVP * Position;
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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vTexCoord = TexCoord * 1.0001;
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}
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}
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#pragma stage fragment
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#pragma stage fragment
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@ -118,7 +118,7 @@ layout(location = 0) out vec2 vTexCoord;
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void main()
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void main()
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{
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{
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gl_Position = global.MVP * Position;
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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vTexCoord = TexCoord * 1.0001;
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}
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}
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#pragma stage fragment
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#pragma stage fragment
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@ -122,7 +122,7 @@ layout(location = 4) out vec4 t4;
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void main()
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void main()
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{
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{
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gl_Position = global.MVP * Position;
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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vTexCoord = TexCoord * 1.0001;
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float dx = params.SourceSize.z;
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float dx = params.SourceSize.z;
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float dy = params.SourceSize.w;
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float dy = params.SourceSize.w;
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@ -127,7 +127,7 @@ layout(location = 0) out vec2 vTexCoord;
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void main()
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void main()
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{
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{
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gl_Position = global.MVP * Position;
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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vTexCoord = TexCoord * 1.0001;
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}
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}
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#pragma stage fragment
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#pragma stage fragment
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@ -118,7 +118,7 @@ layout(location = 0) out vec2 vTexCoord;
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void main()
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void main()
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{
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{
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gl_Position = global.MVP * Position;
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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vTexCoord = TexCoord * 1.0001;
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}
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}
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#pragma stage fragment
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#pragma stage fragment
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@ -122,7 +122,7 @@ layout(location = 4) out vec4 t4;
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void main()
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void main()
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{
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{
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gl_Position = global.MVP * Position;
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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vTexCoord = TexCoord * 1.0001;
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float dx = params.SourceSize.z;
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float dx = params.SourceSize.z;
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float dy = params.SourceSize.w;
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float dy = params.SourceSize.w;
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@ -118,7 +118,7 @@ layout(location = 0) out vec2 vTexCoord;
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void main()
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void main()
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{
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{
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gl_Position = global.MVP * Position;
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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vTexCoord = TexCoord * 1.0001;
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}
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}
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#pragma stage fragment
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#pragma stage fragment
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@ -118,7 +118,7 @@ layout(location = 0) out vec2 vTexCoord;
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void main()
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void main()
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{
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{
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gl_Position = global.MVP * Position;
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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vTexCoord = TexCoord * 1.0001;
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}
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}
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#pragma stage fragment
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#pragma stage fragment
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@ -122,7 +122,7 @@ layout(location = 4) out vec4 t4;
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void main()
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void main()
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{
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{
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gl_Position = global.MVP * Position;
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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vTexCoord = TexCoord * 1.0001;
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float dx = params.SourceSize.z;
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float dx = params.SourceSize.z;
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float dy = params.SourceSize.w;
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float dy = params.SourceSize.w;
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@ -116,7 +116,7 @@ layout(location = 4) out vec4 t4;
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void main()
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void main()
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{
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{
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gl_Position = global.MVP * Position;
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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vTexCoord = TexCoord * 1.0001;
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float dx = params.SourceSize.z;
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float dx = params.SourceSize.z;
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float dy = params.SourceSize.w;
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float dy = params.SourceSize.w;
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@ -104,7 +104,7 @@ layout(location = 0) out vec2 vTexCoord;
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void main()
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void main()
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{
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{
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gl_Position = global.MVP * Position;
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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vTexCoord = TexCoord * 1.0001;
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}
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}
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#pragma stage fragment
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#pragma stage fragment
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@ -106,7 +106,7 @@ layout(location = 0) out vec2 vTexCoord;
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void main()
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void main()
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{
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{
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gl_Position = global.MVP * Position;
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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vTexCoord = TexCoord * 1.0001;
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}
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}
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#pragma stage fragment
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#pragma stage fragment
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@ -108,7 +108,7 @@ layout(location = 4) out vec4 t4;
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void main()
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void main()
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{
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{
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gl_Position = global.MVP * Position;
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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vTexCoord = TexCoord * 1.0001;
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float dx = params.SourceSize.z;
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float dx = params.SourceSize.z;
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float dy = params.SourceSize.w;
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float dy = params.SourceSize.w;
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