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[MK8] fix 1080 bloom
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@ -4,7 +4,7 @@
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#extension GL_ARB_shading_language_packing : enable
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#extension GL_ARB_shading_language_packing : enable
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// shader 2e78a0d0a0aa66bb
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// shader 2e78a0d0a0aa66bb
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// Used for: Horizontal (Menu) Bloom Blur
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// Used for: Horizontal (Menu) Bloom Blur
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const float resScale = ($width/$gameWidth);
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const float resScale = intBitsToFloat($width)/intBitsToFloat($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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@ -4,7 +4,7 @@
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#extension GL_ARB_shading_language_packing : enable
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#extension GL_ARB_shading_language_packing : enable
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// shader 74126253134563de
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// shader 74126253134563de
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// Used for: Vertical Menu Background Blur
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// Used for: Vertical Menu Background Blur
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const float resScale = ($height/$gameHeight);
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const float resScale = intBitsToFloat($width)/intBitsToFloat($gameWidth);
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uniform ivec4 uf_remappedVS[5];
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uniform ivec4 uf_remappedVS[5];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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@ -4,7 +4,7 @@
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#extension GL_ARB_shading_language_packing : enable
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#extension GL_ARB_shading_language_packing : enable
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// shader ad3014302e0e49bf
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// shader ad3014302e0e49bf
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// Used for: Stage Select & Menu Background Horizontal Blur
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// Used for: Stage Select & Menu Background Horizontal Blur
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const float resScale = ($height/$gameHeight);
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const float resScale = intBitsToFloat($width)/intBitsToFloat($gameWidth);
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uniform ivec4 uf_remappedVS[5];
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uniform ivec4 uf_remappedVS[5];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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@ -4,7 +4,7 @@
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#extension GL_ARB_shading_language_packing : enable
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#extension GL_ARB_shading_language_packing : enable
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// shader dd7a19be01b7b1aa
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// shader dd7a19be01b7b1aa
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// Used for: Vertical (Menu) Bloom Blur
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// Used for: Vertical (Menu) Bloom Blur
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const float resScale = ($height/$gameHeight);
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const float resScale = intBitsToFloat($width)/intBitsToFloat($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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