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Various formatting and consistency fixes
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@ -540,7 +540,7 @@ namespace EfbInterface
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{
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// YU pixel
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xfb_in_ram[x].Y = scanline[i].Y + 16;
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// we mix our color difrences in 10 bit space so it will round more accurately
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// we mix our color differences in 10 bit space so it will round more accurately
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// U[i] = 1/4 * U[i-1] + 1/2 * U[i] + 1/4 * U[i+1]
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xfb_in_ram[x].UV = 128 + ((scanline[i-1].U + (scanline[i].U << 1) + scanline[i+1].U) >> 2);
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@ -553,7 +553,7 @@ namespace EfbInterface
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}
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}
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// Like CopyToXFB, but we copy directly into the opengl colour texture without going via GameCube main memory or doing a yuyv conversion
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// Like CopyToXFB, but we copy directly into the opengl color texture without going via GameCube main memory or doing a yuyv conversion
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void BypassXFB(u8* texture, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc, float Gamma)
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{
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if (fbWidth*fbHeight > MAX_XFB_WIDTH*MAX_XFB_HEIGHT)
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