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synced 2025-03-02 16:38:03 +00:00
Added some missing new lines.
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178c798f58
commit
89e1dfbf67
@ -318,12 +318,12 @@ Framework::OpenGl::CShader CGSH_OpenGL::GenerateFragmentShader(const SHADERCAPS&
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shaderBuilder << " float colorIndex = textureProj(g_texture, v_texCoord).r * 255.0;" << std::endl;
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if(caps.texSourceMode == TEXTURE_SOURCE_MODE_IDX4)
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{
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shaderBuilder << " float paletteTexelBias = 0.5 / 16.0;";
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shaderBuilder << " float paletteTexelBias = 0.5 / 16.0;" << std::endl;
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shaderBuilder << " textureColor = expandAlpha(texture(g_palette, vec2(colorIndex / 16.0 + paletteTexelBias, 0)));" << std::endl;
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}
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else if(caps.texSourceMode == TEXTURE_SOURCE_MODE_IDX8)
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{
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shaderBuilder << " float paletteTexelBias = 0.5 / 256.0;";
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shaderBuilder << " float paletteTexelBias = 0.5 / 256.0;" << std::endl;
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shaderBuilder << " textureColor = expandAlpha(texture(g_palette, vec2(colorIndex / 256.0 + paletteTexelBias, 0)));" << std::endl;
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}
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}
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@ -337,7 +337,7 @@ Framework::OpenGl::CShader CGSH_OpenGL::GenerateFragmentShader(const SHADERCAPS&
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if(caps.texSourceMode == TEXTURE_SOURCE_MODE_IDX4)
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{
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shaderBuilder << " float paletteTexelBias = 0.5 / 16.0;";
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shaderBuilder << " float paletteTexelBias = 0.5 / 16.0;" << std::endl;
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shaderBuilder << " vec4 tl = expandAlpha(texture(g_palette, vec2(tlIdx / 16.0 + paletteTexelBias, 0)));" << std::endl;
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shaderBuilder << " vec4 tr = expandAlpha(texture(g_palette, vec2(trIdx / 16.0 + paletteTexelBias, 0)));" << std::endl;
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shaderBuilder << " vec4 bl = expandAlpha(texture(g_palette, vec2(blIdx / 16.0 + paletteTexelBias, 0)));" << std::endl;
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@ -345,7 +345,7 @@ Framework::OpenGl::CShader CGSH_OpenGL::GenerateFragmentShader(const SHADERCAPS&
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}
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else if(caps.texSourceMode == TEXTURE_SOURCE_MODE_IDX8)
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{
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shaderBuilder << " float paletteTexelBias = 0.5 / 256.0;";
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shaderBuilder << " float paletteTexelBias = 0.5 / 256.0;" << std::endl;
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shaderBuilder << " vec4 tl = expandAlpha(texture(g_palette, vec2(tlIdx / 256.0 + paletteTexelBias, 0)));" << std::endl;
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shaderBuilder << " vec4 tr = expandAlpha(texture(g_palette, vec2(trIdx / 256.0 + paletteTexelBias, 0)));" << std::endl;
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shaderBuilder << " vec4 bl = expandAlpha(texture(g_palette, vec2(blIdx / 256.0 + paletteTexelBias, 0)));" << std::endl;
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