mirror of https://github.com/PCSX2/pcsx2.git
glsl: remove signed int cast side (masks and offsets are unsigned to begin with.
Issue #2617
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281b6861e1
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@ -132,7 +132,7 @@ vec4 clamp_wrap_uv(vec4 uv)
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// textures. Fixes Xenosaga's hair issue.
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uv = fract(uv);
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#endif
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uv_out = vec4((uvec4(uv * WH.xyxy) & ivec4(MskFix.xyxy)) | ivec4(MskFix.zwzw)) / WH.xyxy;
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uv_out = vec4((uvec4(uv * WH.xyxy) & MskFix.xyxy) | MskFix.zwzw) / WH.xyxy;
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#endif
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#else // PS_WMS != PS_WMT
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@ -144,7 +144,7 @@ vec4 clamp_wrap_uv(vec4 uv)
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#if PS_FST == 0
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uv.xz = fract(uv.xz);
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#endif
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uv_out.xz = vec2((uvec2(uv.xz * WH.xx) & ivec2(MskFix.xx)) | ivec2(MskFix.zz)) / WH.xx;
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uv_out.xz = vec2((uvec2(uv.xz * WH.xx) & MskFix.xx) | MskFix.zz) / WH.xx;
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#endif
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@ -155,7 +155,7 @@ vec4 clamp_wrap_uv(vec4 uv)
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#if PS_FST == 0
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uv.yw = fract(uv.yw);
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#endif
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uv_out.yw = vec2((uvec2(uv.yw * WH.yy) & ivec2(MskFix.yy)) | ivec2(MskFix.ww)) / WH.yy;
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uv_out.yw = vec2((uvec2(uv.yw * WH.yy) & MskFix.yy) | MskFix.ww) / WH.yy;
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#endif
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#endif
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