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Minor workaround for 5xBR,
Also screen scaling filter for upscaling filters that also happen to use postShaderAtOutputResolution_.
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@ -975,7 +975,7 @@ void FramebufferManagerCommon::CopyDisplayToOutput() {
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// flip V.
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if (needBackBufferYSwap_)
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std::swap(v0, v1);
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bool linearFilter = g_Config.iBufFilter == SCALE_LINEAR;
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bool linearFilter = !postShaderIsUpscalingFilter_ && g_Config.iBufFilter == SCALE_LINEAR;
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shaderManager_->DirtyLastShader(); // dirty lastShader_ BEFORE drawing
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PostShaderUniforms uniforms{};
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@ -23,6 +23,6 @@ attribute vec2 a_texcoord0;
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varying vec2 v_texcoord0;
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void main() {
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v_texcoord0 = a_texcoord0;
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v_texcoord0 = a_texcoord0 + 0.000001; //precision workaround for HLSL translation
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gl_Position = a_position;
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}
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