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@ -48,17 +48,27 @@ std::string GPUShaderGen::GenerateDisplayVertexShader()
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return ss.str();
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return ss.str();
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}
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}
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std::string GPUShaderGen::GenerateDisplayFragmentShader(bool clamp_uv)
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std::string GPUShaderGen::GenerateDisplayFragmentShader(bool clamp_uv, bool nearest)
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{
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{
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std::stringstream ss;
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std::stringstream ss;
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WriteHeader(ss);
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WriteHeader(ss);
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WriteDisplayUniformBuffer(ss);
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WriteDisplayUniformBuffer(ss);
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DeclareTexture(ss, "samp0", 0);
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DeclareTexture(ss, "samp0", 0);
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DeclareFragmentEntryPoint(ss, 0, 1);
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DeclareFragmentEntryPoint(ss, 0, 1);
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ss << "{\n";
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if (clamp_uv)
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if (clamp_uv)
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ss << "{\n o_col0 = float4(SAMPLE_TEXTURE(samp0, ClampUV(v_tex0)).rgb, 1.0f);\n }";
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ss << " float2 uv = ClampUV(v_tex0);\n";
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else
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ss << " float2 uv = v_tex0;\n";
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// Work around nearest sampling precision issues on AMD graphics cards by adding 1/128 to UVs.
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if (nearest)
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ss << " o_col0 = float4(LOAD_TEXTURE(samp0, int2((uv * u_src_size.xy) + (1.0 / 128.0)), 0).rgb, 1.0f);\n";
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else
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else
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ss << "{\n o_col0 = float4(SAMPLE_TEXTURE(samp0, v_tex0).rgb, 1.0f);\n }";
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ss << " o_col0 = float4(SAMPLE_TEXTURE(samp0, ClampUV(v_tex0)).rgb, 1.0f);\n";
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ss << "}\n";
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return ss.str();
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return ss.str();
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}
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}
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