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[client] egl: fixes to shader post-process pipeline
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@@ -26,10 +26,10 @@ void FsrRcasInputF(inout AF1 r, inout AF1 g, inout AF1 b) {}
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void main()
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{
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vec2 inRes = vec2(uInRes[0]);
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uvec2 point = uvec2(iFragCoord * inRes);
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uvec2 point = uvec2(iFragCoord * (inRes + 0.5f));
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uvec4 const0;
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FsrRcasCon(const0, 1.0f - uSharpness);
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FsrRcasCon(const0, uSharpness);
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FsrRcasF(fragColor.r, fragColor.g, fragColor.b, point, const0);
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fragColor.a = 1.0f;
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