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[client] egl: implement pixel perfect upscaling
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@@ -4,12 +4,19 @@ in highp vec2 uv;
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out highp vec4 color;
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uniform sampler2D sampler1;
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uniform int nv;
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uniform int nearest;
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uniform highp vec2 size;
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uniform int nv;
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uniform highp float nvGain;
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void main()
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{
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color = texture(sampler1, uv);
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if(nearest == 1)
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color = texture(sampler1, uv);
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else
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color = texelFetch(sampler1, ivec2(uv * size), 0);
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if (nv == 1)
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{
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