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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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@ -6,7 +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 = 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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@ -67,9 +66,9 @@ PS0f = R2f.x + -(intBitsToFloat(uf_remappedVS[0].x) / resScale);
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backupReg0f = R2f.y;
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backupReg0f = R2f.y;
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backupReg1f = R2f.x;
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backupReg1f = R2f.x;
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PV1f.x = R2f.y + -(intBitsToFloat(uf_remappedVS[0].y) / resScale);
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PV1f.x = R2f.y + -(intBitsToFloat(uf_remappedVS[0].y) / resScale);
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R2f.y = backupReg0f + intBitsToFloat(uf_remappedVS[0].y)/resScale;
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R2f.y = backupReg0f + intBitsToFloat(uf_remappedVS[0].y) / resScale;
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R2f.z = PS0f;
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R2f.z = PS0f;
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R2f.x = backupReg1f + intBitsToFloat(uf_remappedVS[0].x)/ resScale;
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R2f.x = backupReg1f + intBitsToFloat(uf_remappedVS[0].x) / resScale;
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PS1f = R2f.x;
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PS1f = R2f.x;
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// 2
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// 2
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R2f.w = PV1f.x;
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R2f.w = PV1f.x;
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