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NSMBU Proper Float Casting (#270)
* Update 70b82af4d17024d2_0000000000000000_vs.txt * Update ec4a85d51e778437_0000000000000000_vs.txt
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@ -1,11 +1,12 @@
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#version 420
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#version 420
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_texture_gather : enable
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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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#extension GL_ARB_shading_language_packing : enable
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#extension GL_ARB_shading_language_packing : enable
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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 = intBitsToFloat($width)/intBitsToFloat($gameWidth);
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const 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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layout(location = 0) in uvec4 attrDataSem0;
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layout(location = 0) in uvec4 attrDataSem0;
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@ -1,4 +1,3 @@
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#version 420
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#version 420
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_texture_gather : enable
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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 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 = intBitsToFloat($width)/intBitsToFloat($gameWidth);
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const 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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