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Fix texture conversion shaders for GLSL ES.
Noticed this while messing with EFB to RAM. We were having an implicit conversion from integer to float, GLSL ES doesn't allow implicit conversion. Changes it to a explicit conversion to float.
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@ -115,7 +115,7 @@ void WriteSwizzler(char*& p, u32 format, API_TYPE ApiType)
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WRITE(p, " uv0.y = 1.0-uv0.y;\n");
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WRITE(p, " uv0.y = 1.0-uv0.y;\n");
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}
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}
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WRITE(p, " float sample_offset = position.w / float(%d);\n", EFB_WIDTH);
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WRITE(p, " float sample_offset = float(position.w) / float(%d);\n", EFB_WIDTH);
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}
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}
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void WriteSampleColor(char*& p, const char* colorComp, const char* dest, int xoffset, API_TYPE ApiType)
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void WriteSampleColor(char*& p, const char* colorComp, const char* dest, int xoffset, API_TYPE ApiType)
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