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Hotfix for unaligned reflections when using geometry overrides
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@ -1007,6 +1007,10 @@ void main() {
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co_content = Warp_fast(co_content, vWarp_vexp, vWarp_arg2, GEOM_CUT_EARS);
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co_content = Warp_fast(co_content, vWarp_vexp, vWarp_arg2, GEOM_CUT_EARS);
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}
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}
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//Mirror coords needs to be calculated here, before geom override, but after curvature.
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//It is still not perfect but a reasonable tradeoff by now.
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vec2 co_mirror = zoom(co_content, 1/BEZEL_REFL_ZOOMOUT_ROOM);
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//Apply other content coords modifiers
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//Apply other content coords modifiers
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if (DO_GAME_GEOM_OVERRIDE == 1.0)
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if (DO_GAME_GEOM_OVERRIDE == 1.0)
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co_content = content_geom_override(co_content, GAME_GEOM_ASPECT, vIn_aspect, GAME_GEOM_VSHIFT, GAME_GEOM_HSHIFT, GAME_GEOM_ZOOM);
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co_content = content_geom_override(co_content, GAME_GEOM_ASPECT, vIn_aspect, GAME_GEOM_VSHIFT, GAME_GEOM_HSHIFT, GAME_GEOM_ZOOM);
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@ -1032,7 +1036,6 @@ void main() {
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vec4 pixel_bezel;
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vec4 pixel_bezel;
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//SKIP LOGIC is inside fn_pixel_bezel
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//SKIP LOGIC is inside fn_pixel_bezel
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if (DO_BEZEL == 1.0) {
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if (DO_BEZEL == 1.0) {
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vec2 co_mirror = zoom(co_content, 1/BEZEL_REFL_ZOOMOUT_ROOM);
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pixel_bezel = fn_pixel_bezel(co_bezel, co_mirror, BG_IMAGE_NIGHTIFY);
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pixel_bezel = fn_pixel_bezel(co_bezel, co_mirror, BG_IMAGE_NIGHTIFY);
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//If we used a smooth_border, canvas_busy is it, but since the content is in the bezel,
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//If we used a smooth_border, canvas_busy is it, but since the content is in the bezel,
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//we can safely use it to smooth/darken the game border
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//we can safely use it to smooth/darken the game border
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