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[NG3] Fix truncation in scaling VS
Looks like all VS are using int devision they need to be in float for uneven resolutions.
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@ -4,8 +4,9 @@
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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 7a641a67c4009f7f //Blur
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// shader 7a641a67c4009f7f //Blur
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const float resXScale = ($width/$gameWidth);
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const float resYScale = ($height/$gameHeight);
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const float resXScale = intBitsToFloat($width)/intBitsToFloat($gameWidth);
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const float resYScale = intBitsToFloat($height)/intBitsToFloat($gameHeight);
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uniform ivec4 uf_remappedVS[8];
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uniform ivec4 uf_remappedVS[8];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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@ -4,8 +4,8 @@
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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 fd6c2e800481a180 //Cinematic bloom
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// shader fd6c2e800481a180 //Cinematic bloom
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const float resXScale = ($width/$gameWidth);
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const float resXScale = intBitsToFloat($width)/intBitsToFloat($gameWidth);
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const float resYScale = ($height/$gameHeight);
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const float resYScale = intBitsToFloat($height)/intBitsToFloat($gameHeight);
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uniform ivec4 uf_remappedVS[8];
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uniform ivec4 uf_remappedVS[8];
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