mirror of https://github.com/PCSX2/pcsx2.git
GSDX: Missed this in d3d9 code while fiddling with the shader. Can't be bothered to do the maths to determine whether doing this twice would have a visible effect.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5301 96395faa-99c1-11dd-bbfe-3dabce05a288
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@ -196,7 +196,7 @@ float4 sample_c(float2 uv)
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float4 sample_p(float u)
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{
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return tex2D(Palette, u * 255./256 + 0.5/256);
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return tex2D(Palette, u);
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}
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float4 sample_rt(float2 uv)
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