mirror of https://github.com/PCSX2/pcsx2.git
tfx.fs: Remove whitespaces.
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9d562a454b
commit
2d094cbc3b
plugins/GSdx/res
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@ -164,7 +164,7 @@ float4 sample_rt(float2 uv)
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struct VS_INPUT
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{
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float4 p : POSITION0;
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float4 p : POSITION0;
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float2 t : TEXCOORD0;
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float4 c : COLOR0;
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float4 f : COLOR1;
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@ -246,7 +246,7 @@ float4 clamp_wrap_uv(float4 uv)
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uv = saturate(uv);
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}
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else
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*/
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*/
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if(PS_WMS == 2)
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{
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uv = clamp(uv, MinMax.xyxy, MinMax.zwzw);
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@ -270,7 +270,7 @@ float4 clamp_wrap_uv(float4 uv)
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}
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else
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{
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/*
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/*
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if(PS_WMS == 0)
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{
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uv.xz = frac(uv.xz);
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@ -279,8 +279,8 @@ float4 clamp_wrap_uv(float4 uv)
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{
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uv.xz = saturate(uv.xz);
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}
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else
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*/
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else
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*/
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if(PS_WMS == 2)
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{
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uv.xz = clamp(uv.xz, MinMax.xx, MinMax.zz);
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@ -306,7 +306,7 @@ float4 clamp_wrap_uv(float4 uv)
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{
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uv.yw = saturate(uv.yw);
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}
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else
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else
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*/
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if(PS_WMT == 2)
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{
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@ -325,14 +325,14 @@ float4 clamp_wrap_uv(float4 uv)
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#endif
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}
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}
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return uv;
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}
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float4x4 sample_4c(float4 uv)
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{
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float4x4 c;
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c[0] = sample_c(uv.xy);
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c[1] = sample_c(uv.zy);
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c[2] = sample_c(uv.xw);
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@ -381,7 +381,7 @@ float4 sample_4_index(float4 uv)
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float4x4 sample_4p(float4 u)
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{
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float4x4 c;
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c[0] = sample_p(u.x);
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c[1] = sample_p(u.y);
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c[2] = sample_p(u.z);
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@ -396,7 +396,7 @@ float4 sample(float2 st, float q)
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#if PS_TCOFFSETHACK
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st += TC_OffsetHack.xy;
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#endif
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#endif
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float4 t;
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float4x4 c;
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@ -450,12 +450,12 @@ float4 sample(float2 st, float q)
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}
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else if(PS_AEM_FMT == FMT_16)
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{
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c[i].a = c[i].a >= 0.5 ? TA.y : !PS_AEM || any(c[i].rgb) ? TA.x : 0;
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c[i].a = c[i].a >= 0.5 ? TA.y : !PS_AEM || any(c[i].rgb) ? TA.x : 0;
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}
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}
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if(PS_LTF)
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{
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{
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t = lerp(lerp(c[0], c[1], dd.x), lerp(c[2], c[3], dd.x), dd.y);
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}
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else
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@ -470,7 +470,7 @@ float4 tfx(float4 t, float4 c)
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{
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if(PS_TFX == 0)
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{
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if(PS_TCC)
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if(PS_TCC)
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{
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c = c * t * 255.0f / 128;
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}
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@ -481,7 +481,7 @@ float4 tfx(float4 t, float4 c)
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}
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else if(PS_TFX == 1)
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{
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if(PS_TCC)
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if(PS_TCC)
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{
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c = t;
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}
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@ -494,7 +494,7 @@ float4 tfx(float4 t, float4 c)
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{
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c.rgb = c.rgb * t.rgb * 255.0f / 128 + c.a;
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if(PS_TCC)
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if(PS_TCC)
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{
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c.a += t.a;
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}
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@ -503,12 +503,12 @@ float4 tfx(float4 t, float4 c)
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{
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c.rgb = c.rgb * t.rgb * 255.0f / 128 + c.a;
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if(PS_TCC)
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if(PS_TCC)
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{
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c.a = t.a;
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}
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}
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return saturate(c);
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}
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@ -532,7 +532,7 @@ void datst(PS_INPUT input)
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void atst(float4 c)
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{
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float a = trunc(c.a * 255 + 0.01);
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#if 0
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switch(Uber_ATST) {
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case 0:
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@ -562,11 +562,11 @@ void atst(float4 c)
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{
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#if PS_SPRITEHACK == 0
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if (a > AREF) discard;
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#endif
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#endif
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}
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else if(PS_ATST == 2)
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{
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if (a < AREF) discard;
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if (a < AREF) discard;
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}
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else if(PS_ATST == 3)
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{
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@ -612,7 +612,7 @@ float4 ps_color(PS_INPUT input)
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if(PS_CLR1) // needed for Cd * (As/Ad/F + 1) blending modes
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{
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c.rgb = 1;
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c.rgb = 1;
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}
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return c;
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@ -624,7 +624,7 @@ VS_OUTPUT vs_main(VS_INPUT input)
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{
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if(VS_BPPZ == 1) // 24
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{
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input.z = input.z & 0xffffff;
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input.z = input.z & 0xffffff;
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}
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else if(VS_BPPZ == 2) // 16
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{
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@ -632,13 +632,13 @@ VS_OUTPUT vs_main(VS_INPUT input)
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}
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VS_OUTPUT output;
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// pos -= 0.05 (1/320 pixel) helps avoiding rounding problems (integral part of pos is usually 5 digits, 0.05 is about as low as we can go)
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// example: ceil(afterseveralvertextransformations(y = 133)) => 134 => line 133 stays empty
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// input granularity is 1/16 pixel, anything smaller than that won't step drawing up/left by one pixel
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// example: 133.0625 (133 + 1/16) should start from line 134, ceil(133.0625 - 0.05) still above 133
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float4 p = float4(input.p, input.z, 0) - float4(0.05f, 0.05f, 0, 0);
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float4 p = float4(input.p, input.z, 0) - float4(0.05f, 0.05f, 0, 0);
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output.p = p * VertexScale - VertexOffset;
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#if VS_RTCOPY
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@ -864,7 +864,7 @@ PS_OUTPUT ps_main(PS_INPUT input)
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if(PS_AOUT) // 16 bit output
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{
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float a = 128.0f / 255; // alpha output will be 0x80
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c.a = PS_FBA ? a : step(0.5, c.a) * a;
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}
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else if(PS_FBA)
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@ -883,7 +883,7 @@ VS_OUTPUT vs_main(VS_INPUT input)
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{
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if(VS_BPPZ == 1) // 24
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{
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input.p.z = fmod(input.p.z, 0x1000000);
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input.p.z = fmod(input.p.z, 0x1000000);
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}
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else if(VS_BPPZ == 2) // 16
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{
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@ -891,7 +891,7 @@ VS_OUTPUT vs_main(VS_INPUT input)
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}
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VS_OUTPUT output;
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// pos -= 0.05 (1/320 pixel) helps avoiding rounding problems (integral part of pos is usually 5 digits, 0.05 is about as low as we can go)
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// example: ceil(afterseveralvertextransformations(y = 133)) => 134 => line 133 stays empty
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// input granularity is 1/16 pixel, anything smaller than that won't step drawing up/left by one pixel
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@ -908,7 +908,7 @@ VS_OUTPUT vs_main(VS_INPUT input)
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{
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output.p.z = log2(1.0f + input.p.z) / 32;
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}
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if(VS_TME)
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{
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float2 t = input.t - Texture_Scale_Offset.zw;
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@ -932,7 +932,7 @@ VS_OUTPUT vs_main(VS_INPUT input)
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output.c = input.c;
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output.t.z = input.f.b;
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return output;
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}
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