mirror of https://github.com/PCSX2/pcsx2.git
GS: Fix fractional scaling in GL/Vulkan
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@ -233,7 +233,7 @@ void ps_convert_rgba_8i()
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if (floor(PS_SCALE_FACTOR) != PS_SCALE_FACTOR)
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if (floor(PS_SCALE_FACTOR) != PS_SCALE_FACTOR)
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coord = uvec2(vec2(coord) * PS_SCALE_FACTOR);
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coord = uvec2(vec2(coord) * PS_SCALE_FACTOR);
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else
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else
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coord *= PS_SCALE_FACTOR;
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coord *= uvec2(PS_SCALE_FACTOR);
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vec4 pixel = texelFetch(TextureSampler, ivec2(coord), 0);
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vec4 pixel = texelFetch(TextureSampler, ivec2(coord), 0);
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vec2 sel0 = (pos.y & 2u) == 0u ? pixel.rb : pixel.ga;
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vec2 sel0 = (pos.y & 2u) == 0u ? pixel.rb : pixel.ga;
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@ -268,7 +268,7 @@ void ps_convert_rgba_8i()
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if (floor(PS_SCALE_FACTOR) != PS_SCALE_FACTOR)
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if (floor(PS_SCALE_FACTOR) != PS_SCALE_FACTOR)
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coord = uvec2(vec2(coord) * PS_SCALE_FACTOR);
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coord = uvec2(vec2(coord) * PS_SCALE_FACTOR);
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else
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else
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coord *= PS_SCALE_FACTOR;
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coord *= uvec2(PS_SCALE_FACTOR);
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vec4 pixel = texelFetch(samp0, ivec2(coord), 0);
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vec4 pixel = texelFetch(samp0, ivec2(coord), 0);
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vec2 sel0 = (pos.y & 2u) == 0u ? pixel.rb : pixel.ga;
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vec2 sel0 = (pos.y & 2u) == 0u ? pixel.rb : pixel.ga;
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@ -1,7 +1,3 @@
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#ifndef PS_SCALE_FACTOR
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#define PS_SCALE_FACTOR 1
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#endif
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#ifdef VERTEX_SHADER
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#ifdef VERTEX_SHADER
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layout(location = 0) in vec4 a_pos;
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layout(location = 0) in vec4 a_pos;
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