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nv2a/vk: Use textureLod in psh_append_shadowmap
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@ -643,10 +643,10 @@ static void psh_append_shadowmap(const struct PixelShader *ps, int i, bool compa
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if (ps->state.tex_x8y24[i]) {
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mstring_append_fmt(
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vars,
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"uvec4 t%d_depth_raw = texture(texSamp%d, pT%d.xy/pT%d.w);\n", i, i, i, i);
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"uvec4 t%d_depth_raw = textureLod(texSamp%d, pT%d.xy/pT%d.w, 0);\n", i, i, i, i);
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mstring_append_fmt(
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vars,
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"vec4 t%d_depth = vec4(float(t%d_depth_raw.x & 0xFFFFFF), 1.0, 0.0, 0.0);",
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"vec4 t%d_depth = vec4(float(t%d_depth_raw.x & 0xFFFFFF), 1.0, 0.0, 0.0);\n",
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i, i);
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} else {
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mstring_append_fmt(
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