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[client] egl: make use of glsl's textureSize function
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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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