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fix for 4x super sampling AA.
make the distance of the samples from the center smaller to minimize errors.
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@ -177,12 +177,14 @@ static LPDIRECT3DPIXELSHADER9 CreateCopyShader(int copyMatrixType, int depthConv
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"in float uv1 : TEXCOORD1){\n"
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"float4 texcol = tex2D(samp0,uv0.xy);\n");
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break;
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case 1: // 1 Samples SSAA
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WRITE(p, "in float2 uv0 : TEXCOORD0,\n"
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"in float uv1 : TEXCOORD1){\n"
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"float4 texcol = tex2D(samp0,uv0.xy);\n");
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case 1: // 4 Samples in 4x SSAA buffer
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WRITE(p, "in float4 uv0 : TEXCOORD0,\n"
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"in float uv1 : TEXCOORD1,\n"
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"in float4 uv2 : TEXCOORD2,\n"
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"in float4 uv3 : TEXCOORD3){\n"
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"float4 texcol = (tex2D(samp0,uv2.xy) + tex2D(samp0,uv2.wz) + tex2D(samp0,uv3.xy) + tex2D(samp0,uv3.wz))*0.25f;\n");
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break;
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case 2: // 4 Samples SSAA
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case 2: // 4 Samples in 9x SSAA buffer
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WRITE(p, "in float4 uv0 : TEXCOORD0,\n"
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"in float uv1 : TEXCOORD1,\n"
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"in float4 uv2 : TEXCOORD2,\n"
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