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[client] egl: provide the texture scale to the desktop shader
If the texture has a post-processing filter that has scaled the texture, the desktop fragment shader needs to know this if it's doing linear scaling.
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@@ -12,6 +12,7 @@ uniform sampler2D sampler1;
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uniform int scaleAlgo;
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uniform highp vec2 size;
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uniform highp float textureScale;
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uniform highp float nvGain;
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uniform int cbMode;
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@@ -21,7 +22,7 @@ void main()
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switch (scaleAlgo)
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{
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case EGL_SCALE_NEAREST:
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color = texelFetch(sampler1, ivec2(uv * size), 0);
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color = texelFetch(sampler1, ivec2(uv * size * textureScale), 0);
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break;
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case EGL_SCALE_LINEAR:
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