mirror of https://github.com/PCSX2/pcsx2.git
gsdx-ogl: fix texture palette mask
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@ -185,7 +185,7 @@ uvec4 sample_4_index(vec4 uv)
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return i >> 4u;
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#elif PS_IFMT == 2
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// 4HL
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return i & 16u;
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return i & 0xFu;
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#else
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// 8 bits
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return i;
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@ -21,7 +21,7 @@ out SHADER
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{
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vec4 t;
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vec4 c;
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flat vec4 fc;
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flat vec4 fc;
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} VSout;
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#define VSout_t (VSout.t)
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@ -106,7 +106,7 @@ void vs_main()
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texture_coord();
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VSout_c = i_c;
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VSout_fc = i_c;
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VSout_fc = i_c;
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VSout_t.z = i_f.x;
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}
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@ -212,7 +212,7 @@ void gs_main()
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lt.c = rb.c;
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#endif
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// Swap texture and position coordinate
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// Swap texture and position coordinate
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vertex lb = rb;
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lb.t.x = lt.t.x;
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lb_p.x = lt_p.x;
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@ -629,7 +629,7 @@ static const char* tfx_vgs_glsl =
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"{\n"
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" vec4 t;\n"
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" vec4 c;\n"
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" flat vec4 fc;\n"
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" flat vec4 fc;\n"
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"} VSout;\n"
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"\n"
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"#define VSout_t (VSout.t)\n"
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@ -714,7 +714,7 @@ static const char* tfx_vgs_glsl =
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" texture_coord();\n"
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"\n"
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" VSout_c = i_c;\n"
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" VSout_fc = i_c;\n"
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" VSout_fc = i_c;\n"
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" VSout_t.z = i_f.x;\n"
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"}\n"
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"\n"
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@ -820,7 +820,7 @@ static const char* tfx_vgs_glsl =
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" lt.c = rb.c;\n"
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"#endif\n"
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"\n"
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" // Swap texture and position coordinate\n"
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" // Swap texture and position coordinate\n"
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" vertex lb = rb;\n"
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" lb.t.x = lt.t.x;\n"
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" lb_p.x = lt_p.x;\n"
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@ -1046,7 +1046,7 @@ static const char* tfx_fs_all_glsl =
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" return i >> 4u;\n"
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"#elif PS_IFMT == 2\n"
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" // 4HL\n"
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" return i & 16u;\n"
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" return i & 0xFu;\n"
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"#else\n"
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" // 8 bits\n"
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" return i;\n"
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