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Welp, just fixed that problem.
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@ -263,6 +263,8 @@ void EncodeToRamUsingShader(GLuint srcTexture, const TargetRectangle& sourceRc,
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}
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}
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GL_REPORT_ERRORD();
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GL_REPORT_ERRORD();
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if(g_ActiveConfig.bUseGLSL)
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PixelShaderCache::SetPSSampler("samp0", 0);
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glViewport(0, 0, (GLsizei)dstWidth, (GLsizei)dstHeight);
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glViewport(0, 0, (GLsizei)dstWidth, (GLsizei)dstHeight);
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