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Improved image quality for the blur shaders when rotating screen 90 or 270 degrees.
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commit
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@ -46,13 +46,16 @@ out vec4 FragColor;
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void main()
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void main()
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{
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{
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vec4 SourceSize;
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vec4 SourceSize;
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vec2 PIXEL_SIZE;
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if (0x0u != (shaderFlags & 0x10u))
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if (0x0u != (shaderFlags & 0x10u)) {
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SourceSize = vec4(textureSize.yx, 1.0 / textureSize.yx);
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SourceSize = vec4(textureSize.yx, 1.0 / textureSize.xy);
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else
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PIXEL_SIZE = vec2(SourceSize.w, SourceSize.z);
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}
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else {
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SourceSize = vec4(textureSize.xy, 1.0 / textureSize.xy);
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SourceSize = vec4(textureSize.xy, 1.0 / textureSize.xy);
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PIXEL_SIZE = vec2(SourceSize.z, SourceSize.w);
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vec2 PIXEL_SIZE = vec2(SourceSize.z, SourceSize.w);
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}
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float sampleOffsets[5] = float[5](0.0, 1.4347826, 3.3478260, 5.2608695, 7.1739130);
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float sampleOffsets[5] = float[5](0.0, 1.4347826, 3.3478260, 5.2608695, 7.1739130);
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float sampleWeights[5] =
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float sampleWeights[5] =
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@ -46,13 +46,16 @@ out vec4 FragColor;
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void main()
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void main()
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{
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{
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vec4 SourceSize;
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vec4 SourceSize;
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vec2 PIXEL_SIZE;
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if (0x0u != (shaderFlags & 0x10u))
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if (0x0u != (shaderFlags & 0x10u)) {
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SourceSize = vec4(textureSize.yx, 1.0 / textureSize.yx);
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SourceSize = vec4(textureSize.xy, 1.0 / textureSize.yx);
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else
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PIXEL_SIZE = vec2(SourceSize.w, SourceSize.z);
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}
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else {
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SourceSize = vec4(textureSize.xy, 1.0 / textureSize.xy);
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SourceSize = vec4(textureSize.xy, 1.0 / textureSize.xy);
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PIXEL_SIZE = vec2(SourceSize.z, SourceSize.w);
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vec2 PIXEL_SIZE = vec2(SourceSize.z, SourceSize.w);
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}
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float sampleOffsets[5] = float[5](0.0, 1.4347826, 3.3478260, 5.2608695, 7.1739130);
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float sampleOffsets[5] = float[5](0.0, 1.4347826, 3.3478260, 5.2608695, 7.1739130);
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float sampleWeights[5] =
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float sampleWeights[5] =
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