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mmpx: Fix GLES crashes. (#6588)
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@ -9,17 +9,10 @@ layout(location = 0) in vec2 tex_coord;
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layout(location = 0) out vec4 frag_color;
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layout(location = 0) out vec4 frag_color;
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layout(binding = 0) uniform sampler2D tex;
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layout(binding = 0) uniform sampler2D tex;
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vec2 source_size = vec2(textureSize(tex, 0));
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#define src(x, y) texture(tex, coord + vec2(x, y) * 1.0 / source_size)
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vec2 pos = fract(tex_coord * source_size) - vec2(0.5, 0.5);
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vec2 coord = tex_coord - pos / source_size;
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vec4 src(float x, float y)
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{
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return texture(tex, coord + vec2(x, y) * 1 / source_size);
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}
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float luma(vec4 col){
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float luma(vec4 col){
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return dot(col.rgb, vec3(0.2126, 0.7152, 0.0722)) * (1 - col.a);
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return dot(col.rgb, vec3(0.2126, 0.7152, 0.0722)) * (1.0 - col.a);
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}
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}
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bool same(vec4 B, vec4 A0){
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bool same(vec4 B, vec4 A0){
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@ -56,6 +49,10 @@ bool none_eq4(vec4 B, vec4 A0, vec4 A1, vec4 A2, vec4 A3) {
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void main()
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void main()
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{
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{
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vec2 source_size = vec2(textureSize(tex, 0));
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vec2 pos = fract(tex_coord * source_size) - vec2(0.5, 0.5);
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vec2 coord = tex_coord - pos / source_size;
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vec4 E = src(0.0,0.0);
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vec4 E = src(0.0,0.0);
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vec4 A = src(-1.0,-1.0);
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vec4 A = src(-1.0,-1.0);
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