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	[client] egl: make use of glsl's textureSize function
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		@@ -46,7 +46,6 @@ struct DesktopShader
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  EGL_Shader * shader;
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  GLint uTransform;
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  GLint uDesktopSize;
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  GLint uTextureSize;
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  GLint uScaleAlgo;
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  GLint uNVGain;
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  GLint uCBMode;
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@@ -105,7 +104,6 @@ static bool egl_initDesktopShader(
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  shader->uTransform   = egl_shaderGetUniform(shader->shader, "transform"  );
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  shader->uDesktopSize = egl_shaderGetUniform(shader->shader, "desktopSize");
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  shader->uTextureSize = egl_shaderGetUniform(shader->shader, "textureSize");
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  shader->uScaleAlgo   = egl_shaderGetUniform(shader->shader, "scaleAlgo"  );
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  shader->uNVGain      = egl_shaderGetUniform(shader->shader, "nvGain"     );
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  shader->uCBMode      = egl_shaderGetUniform(shader->shader, "cbMode"     );
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@@ -428,11 +426,6 @@ bool egl_desktopRender(EGL_Desktop * desktop, unsigned int outputWidth,
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      .location    = shader->uDesktopSize,
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      .f           = { desktop->width, desktop->height },
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    },
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    {
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      .type        = EGL_UNIFORM_TYPE_2I,
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      .location    = shader->uTextureSize,
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      .i           = { finalSizeX, finalSizeY },
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    },
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    {
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      .type        = EGL_UNIFORM_TYPE_M3x2FV,
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      .location    = shader->uTransform,
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@@ -14,7 +14,6 @@ out vec4 color;
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uniform sampler2D sampler1;
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uniform int   scaleAlgo;
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uniform ivec2 textureSize;
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uniform float nvGain;
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uniform int   cbMode;
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@@ -24,7 +23,8 @@ 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 * vec2(textureSize)), 0);
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      vec2 ts = vec2(textureSize(sampler1, 0));
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      color   = texelFetch(sampler1, ivec2(uv * ts), 0);
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      break;
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    case EGL_SCALE_LINEAR:
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