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GLES: Fix LOD bias int/float mismatch
Another simple GLES shader compilation error.
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@ -651,7 +651,7 @@ uint WrapCoord(int coord, uint wrap, int size) {{
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if (!host_config.backend_sampler_lod_bias)
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if (!host_config.backend_sampler_lod_bias)
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{
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{
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out.Write(" uint texmode0 = samp_texmode0(texmap);\n"
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out.Write(" uint texmode0 = samp_texmode0(texmap);\n"
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" float lod_bias = {} / 256.0f;\n"
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" float lod_bias = float({}) / 256.0f;\n"
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" return iround(255.0 * texture(tex, coords, lod_bias));\n",
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" return iround(255.0 * texture(tex, coords, lod_bias));\n",
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BitfieldExtract<&SamplerState::TM0::lod_bias>("texmode0"));
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BitfieldExtract<&SamplerState::TM0::lod_bias>("texmode0"));
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}
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}
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