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TextureConverter: Use integer math for swizzling
also move int(efb_coord) -> float(ogl_fb_coord) into WriteSampleColor
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@ -584,6 +584,9 @@ void ProgramShaderCache::CreateHeader ( void )
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"#define float2 vec2\n"
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"#define float3 vec3\n"
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"#define float4 vec4\n"
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"#define int2 ivec2\n"
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"#define int3 ivec3\n"
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"#define int4 ivec4\n"
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// hlsl to glsl function translation
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"#define frac fract\n"
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