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un-const the const nsbu (#299)
* Update 03285368cf940e37_0000000000000079_ps.txt un-const the const * Update 70b82af4d17024d2_0000000000000000_vs.txt un-const the const * Update ec4a85d51e778437_0000000000000000_vs.txt un-const the const
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@ -3,11 +3,11 @@
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_separate_shader_objects : enable
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// shader 03285368cf940e37 //box bg
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// shader 03285368cf940e37 //box bg
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const float dither = $dither ;
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float dither = $dither ;
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const float scaleShader = $scaleShader;
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float scaleShader = $scaleShader;
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const float scaleBlur = ($scaleBlur); //0.25 4k
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float scaleBlur = ($scaleBlur); //0.25 4k
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const int sampleScale = 2;
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int sampleScale = 2;
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const float lightBloom = 0.95;
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float lightBloom = 0.95;
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4240800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4240800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
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@ -5,7 +5,7 @@
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// shader 70b82af4d17024d2
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// shader 70b82af4d17024d2
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//AA fix
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//AA fix
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const float resScale = float($width)/float($gameWidth);
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float resScale = float($width)/float($gameWidth);
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uniform ivec4 uf_remappedVS[1];
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uniform ivec4 uf_remappedVS[1];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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@ -5,7 +5,7 @@
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// shader ec4a85d51e778437
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// shader ec4a85d51e778437
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//box blur fix
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//box blur fix
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const float resScale = float($width)/float($gameWidth);
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float resScale = float($width)/float($gameWidth);
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uniform ivec4 uf_remappedVS[1];
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uniform ivec4 uf_remappedVS[1];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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