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OGL: use integer uniforms for efb2ram texture converter
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@ -296,9 +296,9 @@ int EncodeToRamFromTexture(u32 address,GLuint source_texture, bool bFromZBuffer,
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s32 expandedHeight = (height + blkH) & (~blkH);
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texconv_shader.Bind();
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glUniform4f(texconv_shader.UniformLocations[0],
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float(source.left), float(source.top),
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(float)expandedWidth, bScaleByHalf ? 2.f : 1.f);
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glUniform4i(texconv_shader.UniformLocations[0],
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source.left, source.top,
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expandedWidth, bScaleByHalf ? 2 : 1);
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TargetRectangle scaledSource;
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scaledSource.top = 0;
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