proof of concept that only really works in one specific case
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@ -1509,7 +1509,8 @@ void GPU2D::DrawScanline_BGOBJ(u32 line)
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}
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else
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{
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if (Num == 0)
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//if (Num == 0)
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if (true)
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{
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for (int i = 0; i < 256; i++)
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{
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@ -1538,7 +1539,7 @@ void GPU2D::DrawScanline_BGOBJ(u32 line)
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BGOBJLine[i] = val2;
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BGOBJLine[256+i] = ColorComposite(i, val2, val3);
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BGOBJLine[512+i] = 0x04000000 | (val1 & 0xFF);
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BGOBJLine[512+i] = 0x04000000 | (val1 & 0xFF) | ((val1 & 0xFF0000) << 8);
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}
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else if ((flag1 & 0xC0) == 0x40)
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{
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@ -1550,7 +1551,7 @@ void GPU2D::DrawScanline_BGOBJ(u32 line)
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BGOBJLine[i] = val2;
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BGOBJLine[256+i] = ColorComposite(i, val2, val3);
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BGOBJLine[512+i] = (bldcnteffect << 24) | (EVY << 8) | (val1 & 0xFF);
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BGOBJLine[512+i] = (bldcnteffect << 24) | (EVY << 8) | (val1 & 0xFF) | ((val1 & 0xFF0000) << 8);
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}
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else if (((flag2 & 0xC0) == 0x40) && ((BlendCnt & 0x01C0) == 0x0140))
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{
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@ -1573,7 +1574,7 @@ void GPU2D::DrawScanline_BGOBJ(u32 line)
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BGOBJLine[i] = val1;
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BGOBJLine[256+i] = ColorComposite(i, val1, val3);
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BGOBJLine[512+i] = (bldcnteffect << 24) | (EVB << 16) | (EVA << 8) | (val2 & 0xFF);
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BGOBJLine[512+i] = (bldcnteffect << 24) | (EVB << 16) | (EVA << 8) | (val2 & 0xFF) | ((val2 & 0xFF0000) << 8);
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}
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else
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{
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@ -2001,6 +2002,44 @@ void GPU2D::DrawBG_Extended(u32 line, u32 bgnum)
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{
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// direct color bitmap
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if (Accelerated && yshift<=8)
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{
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if (true) // TODO insert condition here!!
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{
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for (int i = 0; i < 256; i++)
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{
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if (WindowMask[i] & (1<<bgnum))
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{
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/*s32 finalX, finalY;
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if (mosaic)
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{
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int im = CurBGXMosaicTable[i];
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finalX = rotX - (im * rotA);
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finalY = rotY - (im * rotC);
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}
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else
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{
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finalX = rotX;
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finalY = rotY;
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}
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if (!(finalX & ofxmask) && !(finalY & ofymask))*/
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{
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BGOBJLine[i+512] = BGOBJLine[i+256];
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BGOBJLine[i+256] = BGOBJLine[i];
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BGOBJLine[i] = 0x40800000 | i; // placeholder
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//BGOBJLine[i] = 0x40100000 | ((finalX >> 8) & 0xFF) | (finalY & 0xFF00); // placeholder
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}
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}
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}
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BGXRefInternal[bgnum-2] += rotB;
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BGYRefInternal[bgnum-2] += rotD;
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return;
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}
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}
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u16 color;
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for (int i = 0; i < 256; i++)
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@ -45,8 +45,10 @@ GLuint CompScreenInputTex;
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GLuint CompScreenOutputTex;
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GLuint CompScreenOutputFB;
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GLuint CaptureTex[2][4];
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GLuint CaptureFB[2][4];
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GLuint CaptureTex[4][2];
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GLuint CaptureFB[4][2];
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int CaptureSet[4];
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u32 CaptureCnt;
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bool Init()
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@ -73,6 +75,8 @@ bool Init()
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glUniform1i(uni_id, 0);
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uni_id = glGetUniformLocation(CompShader[i][2], "_3DTex");
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glUniform1i(uni_id, 1);
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uni_id = glGetUniformLocation(CompShader[i][2], "CaptureTex");
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glUniform1i(uni_id, 2);
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}
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#define SETVERTEX(i, x, y) \
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@ -128,7 +132,7 @@ bool Init()
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glGenTextures(8, &CaptureTex[0][0]);
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for (int i = 0; i < 8; i++)
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{
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glBindTexture(GL_TEXTURE_2D, CaptureTex[i>>2][i&0x3]);
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glBindTexture(GL_TEXTURE_2D, CaptureTex[i>>1][i&0x1]);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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@ -158,6 +162,10 @@ void DeInit()
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void Reset()
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{
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for (int i = 0; i < 4; i++)
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CaptureSet[i] = 0;
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CaptureCnt = 0;
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}
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@ -179,11 +187,11 @@ void SetRenderSettings(RenderSettings& settings)
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for (int i = 0; i < 8; i++)
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{
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glBindTexture(GL_TEXTURE_2D, CaptureTex[i>>2][i&0x3]);
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glBindTexture(GL_TEXTURE_2D, CaptureTex[i>>1][i&0x1]);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, ScreenW, ScreenW, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glBindFramebuffer(GL_FRAMEBUFFER, CaptureFB[i>>2][i&0x3]);
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glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, CaptureTex[i>>2][i&0x3], 0);
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glBindFramebuffer(GL_FRAMEBUFFER, CaptureFB[i>>1][i&0x1]);
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glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, CaptureTex[i>>1][i&0x1], 0);
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}
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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@ -204,7 +212,7 @@ void DoCapture(u32 capcnt)
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return;
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}
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// COMPLETE ME!
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CaptureCnt = capcnt;
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}
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void RenderFrame()
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@ -238,10 +246,48 @@ void RenderFrame()
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glActiveTexture(GL_TEXTURE1);
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GPU3D::GLRenderer::SetupAccelFrame();
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glActiveTexture(GL_TEXTURE2);
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glBindTexture(GL_TEXTURE_2D, CaptureTex[3][CaptureSet[3]]);
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glBindBuffer(GL_ARRAY_BUFFER, CompVertexBufferID);
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glBindVertexArray(CompVertexArrayID);
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glDrawArrays(GL_TRIANGLES, 0, 4*3);
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// take care of capture as needed
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if (CaptureCnt & (1<<31))
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{
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u32 dstvram = (CaptureCnt >> 16) & 0x3;
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CaptureSet[dstvram] ^= 1;
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int cset = CaptureSet[dstvram];
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u32 capwidth, capheight;
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switch ((CaptureCnt >> 20) & 0x3)
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{
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case 0: capwidth = 128; capheight = 128; break;
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case 1: capwidth = 256; capheight = 64; break;
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case 2: capwidth = 256; capheight = 128; break;
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case 3: capwidth = 256; capheight = 192; break;
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}
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u32 yoffset = ((CaptureCnt >> 18) & 0x3) * 64;
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capwidth *= Scale;
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capheight *= Scale;
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yoffset *= Scale;
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// TODO: other sources!!
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glBindFramebuffer(GL_READ_FRAMEBUFFER, CompScreenOutputFB);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, CaptureFB[dstvram][cset]);
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glReadBuffer(GL_COLOR_ATTACHMENT0);
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glDrawBuffer(GL_COLOR_ATTACHMENT0);
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// TODO: offset and shit!
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glBlitFramebuffer(0, 192*Scale, capwidth, 192*Scale+capheight, 0, 0, capwidth, capheight, GL_COLOR_BUFFER_BIT, GL_NEAREST);
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CaptureCnt = 0;
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}
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glFlush();
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}
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@ -43,6 +43,7 @@ uniform uint u3DScale;
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uniform usampler2D ScreenTex;
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uniform sampler2D _3DTex;
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uniform sampler2D CaptureTex;
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smooth in vec2 fTexcoord;
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@ -70,7 +71,12 @@ void main()
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float xpos = val3.r + fract(fTexcoord.x);
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float ypos = mod(fTexcoord.y, 192);
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ivec4 _3dpix = ivec4(texelFetch(_3DTex, ivec2(vec2(xpos, ypos)*u3DScale), 0).bgra
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ivec4 _3dpix;
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if ((val3.a & 0x80) == 0x80)
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_3dpix = ivec4(texelFetch(CaptureTex, ivec2(vec2(xpos, ypos)*u3DScale), 0).bgra
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* vec4(63,63,63,31));
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else
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_3dpix = ivec4(texelFetch(_3DTex, ivec2(vec2(xpos, ypos)*u3DScale), 0).bgra
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* vec4(63,63,63,31));
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if (_3dpix.a > 0)
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@ -91,7 +97,12 @@ void main()
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float xpos = val3.r + fract(fTexcoord.x);
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float ypos = mod(fTexcoord.y, 192);
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ivec4 _3dpix = ivec4(texelFetch(_3DTex, ivec2(vec2(xpos, ypos)*u3DScale), 0).bgra
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ivec4 _3dpix;
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if ((val3.a & 0x80) == 0x80)
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_3dpix = ivec4(texelFetch(CaptureTex, ivec2(vec2(xpos, ypos)*u3DScale), 0).bgra
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* vec4(63,63,63,31));
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else
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_3dpix = ivec4(texelFetch(_3DTex, ivec2(vec2(xpos, ypos)*u3DScale), 0).bgra
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* vec4(63,63,63,31));
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if (_3dpix.a > 0)
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@ -111,7 +122,12 @@ void main()
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float xpos = val3.r + fract(fTexcoord.x);
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float ypos = mod(fTexcoord.y, 192);
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ivec4 _3dpix = ivec4(texelFetch(_3DTex, ivec2(vec2(xpos, ypos)*u3DScale), 0).bgra
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ivec4 _3dpix;
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if ((val3.a & 0x80) == 0x80)
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_3dpix = ivec4(texelFetch(CaptureTex, ivec2(vec2(xpos, ypos)*u3DScale), 0).bgra
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* vec4(63,63,63,31));
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else
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_3dpix = ivec4(texelFetch(_3DTex, ivec2(vec2(xpos, ypos)*u3DScale), 0).bgra
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* vec4(63,63,63,31));
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if (_3dpix.a > 0)
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