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Opengl: fix real XFB sample positions
(0,0) and (1,0) aren't accurate xfb sample positions. This fixes the image shift to the left and some blocking on higher IR.
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@ -69,8 +69,8 @@ void CreatePrograms()
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"COLOROUT(ocol0)\n"
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"void main()\n"
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"{\n"
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" vec3 c0 = texture2DRect(samp9, uv0).rgb;\n"
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" vec3 c1 = texture2DRect(samp9, uv0 + vec2(1.0, 0.0)).rgb;\n"
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" vec3 c0 = texture2DRect(samp9, uv0 - dFdx(uv0) * 0.25).rgb;\n"
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" vec3 c1 = texture2DRect(samp9, uv0 + dFdx(uv0) * 0.25).rgb;\n"
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" vec3 c01 = (c0 + c1) * 0.5;\n"
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" vec3 y_const = vec3(0.257,0.504,0.098);\n"
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" vec3 u_const = vec3(-0.148,-0.291,0.439);\n"
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