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(GL) Implement perspective correction hack fix courtesy of iCatButler
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@ -90,6 +90,8 @@ const int dither_pattern[16] =
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3, -1, 2, -2);
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vec4 sample_texel(vec2 coords) {
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coords.x += 0.5 / 1024;
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coords.y += 0.5 / 512;
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// Number of texel per VRAM 16bit "pixel" for the current depth
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uint pix_per_hw = 1U << frag_depth_shift;
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