Work around Raspberry Pi GLSL bug.
(cherry picked from commit e8391de36a342fe3612031575193956d14160777)
This commit is contained in:
@@ -73,26 +73,26 @@ vec4 linear2srgb(vec4 c)
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return c.a * vec4(linear2srgb(c.r / c.a), linear2srgb(c.g / c.a), linear2srgb(c.b / c.a), 1.0f);
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}
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ivec2 Size(uint samplerIndex)
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vec2 Size(uint samplerIndex)
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{
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switch (samplerIndex)
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{
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case 7u:
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return textureSize(Texture7, 0);
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return vec2(textureSize(Texture7, 0));
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case 6u:
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return textureSize(Texture6, 0);
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return vec2(textureSize(Texture6, 0));
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case 5u:
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return textureSize(Texture5, 0);
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return vec2(textureSize(Texture5, 0));
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case 4u:
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return textureSize(Texture4, 0);
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return vec2(textureSize(Texture4, 0));
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case 3u:
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return textureSize(Texture3, 0);
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return vec2(textureSize(Texture3, 0));
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case 2u:
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return textureSize(Texture2, 0);
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return vec2(textureSize(Texture2, 0));
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case 1u:
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return textureSize(Texture1, 0);
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return vec2(textureSize(Texture1, 0));
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default:
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return textureSize(Texture0, 0);
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return vec2(textureSize(Texture0, 0));
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}
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}
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@@ -160,7 +160,7 @@ void main()
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vec4 c;
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if (EnablePixelArtScaling)
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{
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vec2 textureSize = vec2(Size(vChannelSampler));
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vec2 textureSize = Size(vChannelSampler);
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vec2 vUv = coords.st * textureSize;
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vec2 offset = fract(vUv);
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vec2 pixelsPerTexel = vec2(1.0 / dFdx(vUv.x), 1.0 / dFdy(vUv.y));
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