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gsdx glsl: ofc forget to do the shader in bin
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@ -45,14 +45,6 @@
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#define saturate(x) clamp(x, 0.0, 1.0)
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#define SamplerState sampler2D
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struct vertex_basic
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{
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vec4 p;
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vec2 t;
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};
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layout(binding = 0) uniform sampler2D TextureSampler;
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in SHADER
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{
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vec4 p;
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@ -61,11 +53,6 @@ in SHADER
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layout(location = 0) out vec4 SV_Target0;
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layout(std140, binding = 14) uniform cb10
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{
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vec2 _xyFrame;
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vec4 _rcpFrame;
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};
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#else
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@ -52,6 +52,12 @@ layout(std140, binding = 11) uniform cb11
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float hH;
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};
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layout(std140, binding = 14) uniform cb14
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{
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vec2 _xyFrame;
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vec4 _rcpFrame;
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};
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layout(std140, binding = 15) uniform cb15
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{
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ivec4 ScalingFactor;
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@ -77,6 +77,12 @@ static const char* const common_header_glsl =
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" float hH;\n"
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"};\n"
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"\n"
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"layout(std140, binding = 14) uniform cb14\n"
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"{\n"
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" vec2 _xyFrame;\n"
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" vec4 _rcpFrame;\n"
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"};\n"
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"\n"
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"layout(std140, binding = 15) uniform cb15\n"
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"{\n"
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" ivec4 ScalingFactor;\n"
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