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GPU/HW: Fix incorrect UV range for upscaled direct texturing
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@ -848,8 +848,8 @@ float4 SampleFromVRAM(uint4 texpage, float2 coords)
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#if !PALETTE
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// Extend the UV range to all "upscaled" pixels. This means 1-pixel-high polygon-based
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// framebuffer effects won't be downsampled. (e.g. Mega Man Legends 2 haze effect)
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uv_limits.xy *= float(RESOLUTION_SCALE);
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uv_limits.zw = (uv_limits.zw * float(RESOLUTION_SCALE + 1u)) - float(RESOLUTION_SCALE - 1u);
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uv_limits *= float(RESOLUTION_SCALE);
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uv_limits.zw += float(RESOLUTION_SCALE - 1u);
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#endif
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#endif
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