GPU/ShaderGen: Remove texcoord offset
Doesn't seem to be needed anymore, and causes issues in some games (e.g. flickering polygons in Evil Dead)
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@ -97,8 +97,6 @@ std::string GPU_HW_ShaderGen::GenerateBatchVertexShader(bool textured)
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CONSTANT float POS_EPSILON = 0.00001;
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CONSTANT float POS_EPSILON = 0.00001;
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#endif
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#endif
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#endif
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#endif
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CONSTANT float TEX_EPSILON = 0.00001;
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)";
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)";
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if (textured)
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if (textured)
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@ -159,10 +157,8 @@ CONSTANT float TEX_EPSILON = 0.00001;
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v_col0 = a_col0;
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v_col0 = a_col0;
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#if TEXTURED
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#if TEXTURED
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// Fudge the texture coordinates by half a pixel in screen-space.
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v_tex0 = float2(float((a_texcoord & 0xFFFFu) * RESOLUTION_SCALE),
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// This fixes the rounding/interpolation error on NVIDIA GPUs with shared edges between triangles.
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float((a_texcoord >> 16) * RESOLUTION_SCALE));
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v_tex0 = float2(float((a_texcoord & 0xFFFFu) * RESOLUTION_SCALE) + TEX_EPSILON,
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float((a_texcoord >> 16) * RESOLUTION_SCALE) + TEX_EPSILON);
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// base_x,base_y,palette_x,palette_y
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// base_x,base_y,palette_x,palette_y
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v_texpage.x = (a_texpage & 15u) * 64u * RESOLUTION_SCALE;
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v_texpage.x = (a_texpage & 15u) * 64u * RESOLUTION_SCALE;
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