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Fix night vision in D3D9/ES2 as well.
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@ -249,7 +249,7 @@ void GenerateDepalShaderFloat(ShaderWriter &writer, const DepalConfig &config) {
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break;
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case GE_FORMAT_5551:
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if (config.textureFormat == GE_TFMT_CLUT8 && mask == 0xFF && shift == 0) {
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sprintf(lookupMethod, "index.a * 128.0 + index.b * 64.0 + index.g * 4.0"); // we just skip A.
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sprintf(lookupMethod, "(index.a * 128.0 + index.b * 64.0 + index.g * 4.0)"); // we just skip A.
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index_multiplier = 1.0f / 256.0f;
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// SOCOM case. #16210
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} else if ((mask & (mask + 1)) == 0 && shift < 16) {
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@ -322,10 +322,7 @@ void GenerateDepalShaderFloat(ShaderWriter &writer, const DepalConfig &config) {
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// Seems to need a half-pixel offset fix? Might mean it was rendered wrong...
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texel_offset += 0.5f / texturePixels;
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}
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char offset[128] = "";
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sprintf(offset, " + %f", texel_offset);
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writer.F(" float coord = (%s * %f)%s;\n", lookupMethod, index_multiplier, offset);
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writer.F(" float coord = (%s * %f) + %f;\n", lookupMethod, index_multiplier, texel_offset);
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writer.C(" vec4 outColor = ").SampleTexture2D("pal", "vec2(coord, 0.0)").C(";\n");
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}
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