OGL: Fix EFB pokes using incorrect color/depth
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378a79658e
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21b3cd4759
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@ -343,16 +343,16 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
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ProgramShaderCache::CompileShader(
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ProgramShaderCache::CompileShader(
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m_EfbPokes,
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m_EfbPokes,
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StringFromFormat("in vec2 rawpos;\n"
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StringFromFormat("in vec2 rawpos;\n"
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"in vec4 color0;\n" // color
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"in vec4 rawcolor0;\n" // color
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"in int color1;\n" // depth
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"in int rawcolor1;\n" // depth
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"out vec4 v_c;\n"
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"out vec4 v_c;\n"
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"out float v_z;\n"
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"out float v_z;\n"
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"void main(void) {\n"
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"void main(void) {\n"
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" gl_Position = vec4(((rawpos + 0.5) / vec2(640.0, 528.0) * 2.0 - 1.0) * "
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" gl_Position = vec4(((rawpos + 0.5) / vec2(640.0, 528.0) * 2.0 - 1.0) * "
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"vec2(1.0, -1.0), 0.0, 1.0);\n"
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"vec2(1.0, -1.0), 0.0, 1.0);\n"
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" gl_PointSize = %d.0 / 640.0;\n"
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" gl_PointSize = %d.0 / 640.0;\n"
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" v_c = color0.bgra;\n"
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" v_c = rawcolor0.bgra;\n"
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" v_z = float(color1 & 0xFFFFFF) / 16777216.0;\n"
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" v_z = float(rawcolor1 & 0xFFFFFF) / 16777216.0;\n"
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"}\n",
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"}\n",
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m_targetWidth),
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m_targetWidth),
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