GPU/HW/OpenGL: Work around vertex-Y-off-by-one issue
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@ -400,18 +400,26 @@ std::string GPU_HW_ShaderGen::GenerateBatchVertexShader(bool textured)
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ss << R"(
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{
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// 0..+1023 -> -1..1
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float pos_x = ((float(a_pos.x) + 0.5) / 1024.0);
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float pos_y = ((float(a_pos.y) + 0.5) / 512.0);
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pos_x = (pos_x * 2.0) - 1.0;
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pos_y = ((1.0 - pos_y) * 2.0) - 1.0;
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float pos_x = ((float(a_pos.x) + 0.5) / 512.0) - 1.0;
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float pos_y = ((float(a_pos.y) + 0.5) / -256.0) + 1.0;
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// OpenGL seems to be off by one pixel in the Y direction due to lower-left origin.
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#if API_OPENGL || API_OPENGL_ES
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pos_y += (1.0 / 512.0);
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#endif
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v_pos = float4(pos_x, pos_y, 0.0, 1.0);
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v_col0 = a_col0;
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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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// This fixes the rounding/interpolation error on NVIDIA GPUs with shared edges between triangles.
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#if API_OPENGL || API_OPENGL_ES
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v_tex0 = float2(float(a_texcoord & 0xFFFF) + (RCP_VRAM_SIZE.x * 0.5),
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float(a_texcoord >> 16) - (RCP_VRAM_SIZE.y * 0.5));
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#else
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v_tex0 = float2(float(a_texcoord & 0xFFFF) + (RCP_VRAM_SIZE.x * 0.5),
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float(a_texcoord >> 16) + (RCP_VRAM_SIZE.y * 0.5));
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#endif
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// base_x,base_y,palette_x,palette_y
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v_texpage.x = (a_texpage & 15) * 64 * RESOLUTION_SCALE;
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