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Remove alpha ignore in xbrz texture shaders.
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@ -100,11 +100,6 @@ void applyScaling(uvec2 origxy) {
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ivec4 blendResult = ivec4(BLEND_NONE);
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// Preserve old alpha-ignoring behavior? Keep or delete?
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for (int i = 0; i < 9; i++) {
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v[i] &= 0xFFFFFF;
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}
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// Preprocess corners
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// Pixel Tap Mapping: --|--|--|--|--
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// --|--|07|08|--
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@ -100,11 +100,6 @@ void applyScaling(uvec2 origxy) {
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ivec4 blendResult = ivec4(BLEND_NONE);
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// Preserve old alpha-ignoring behavior? Keep or delete?
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for (int i = 0; i < 9; i++) {
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v[i] &= 0xFFFFFF;
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}
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// Preprocess corners
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// Pixel Tap Mapping: --|--|--|--|--
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// --|--|07|08|--
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