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Implement EFB copy filter and gamma in hardware backends
Also makes y_scale a dynamic parameter for EFB copies, as it doesn't make sense to keep it as part of the uid, otherwise we're generating redundant shaders.
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@ -106,6 +106,8 @@ const ConfigInfo<std::string> GFX_ENHANCE_POST_SHADER{
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{System::GFX, "Enhancements", "PostProcessingShader"}, ""};
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const ConfigInfo<bool> GFX_ENHANCE_FORCE_TRUE_COLOR{{System::GFX, "Enhancements", "ForceTrueColor"},
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true};
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const ConfigInfo<bool> GFX_ENHANCE_DISABLE_COPY_FILTER{
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{System::GFX, "Enhancements", "DisableCopyFilter"}, true};
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// Graphics.Stereoscopy
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