mirror of https://github.com/PCSX2/pcsx2.git
gsdx: glsl: fix silly typo
And regression on various games
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@ -202,13 +202,13 @@ ivec2 clamp_wrap_uv_depth(ivec2 uv)
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#else // PS_WMS != PS_WMT
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#else // PS_WMS != PS_WMT
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#if PS_WMS == 2
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#if PS_WMS == 2
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uv_out.x = clamp(uv, mask.x, mask.z);
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uv_out.x = clamp(uv.x, mask.x, mask.z);
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#elif PS_WMS == 3
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#elif PS_WMS == 3
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uv_out.x = (uv.x & mask.x) | mask.z;
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uv_out.x = (uv.x & mask.x) | mask.z;
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#endif
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#endif
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#if PS_WMT == 2
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#if PS_WMT == 2
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uv_out.y = clamp(uv, mask.y, mask.w);
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uv_out.y = clamp(uv.y, mask.y, mask.w);
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#elif PS_WMT == 3
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#elif PS_WMT == 3
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uv_out.y = (uv.y & mask.y) | mask.w;
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uv_out.y = (uv.y & mask.y) | mask.w;
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#endif
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#endif
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@ -1046,13 +1046,13 @@ static const char* const tfx_fs_all_glsl =
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"#else // PS_WMS != PS_WMT\n"
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"#else // PS_WMS != PS_WMT\n"
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"\n"
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"\n"
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"#if PS_WMS == 2\n"
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"#if PS_WMS == 2\n"
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" uv_out.x = clamp(uv, mask.x, mask.z);\n"
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" uv_out.x = clamp(uv.x, mask.x, mask.z);\n"
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"#elif PS_WMS == 3\n"
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"#elif PS_WMS == 3\n"
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" uv_out.x = (uv.x & mask.x) | mask.z;\n"
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" uv_out.x = (uv.x & mask.x) | mask.z;\n"
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"#endif\n"
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"#endif\n"
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"\n"
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"\n"
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"#if PS_WMT == 2\n"
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"#if PS_WMT == 2\n"
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" uv_out.y = clamp(uv, mask.y, mask.w);\n"
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" uv_out.y = clamp(uv.y, mask.y, mask.w);\n"
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"#elif PS_WMT == 3\n"
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"#elif PS_WMT == 3\n"
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" uv_out.y = (uv.y & mask.y) | mask.w;\n"
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" uv_out.y = (uv.y & mask.y) | mask.w;\n"
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"#endif\n"
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"#endif\n"
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