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D3D: Define decimals in floating point numbers
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@ -183,7 +183,7 @@ static const char EFB_ENCODE_PS[] =
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"float4 Fetch_0(float2 coord)\n"
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"{\n"
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"float2 texCoord = CalcTexCoord(coord);\n"
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"float4 result = EFBTexture.Sample(EFBSampler, float3(texCoord.xy, 0));\n"
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"float4 result = EFBTexture.Sample(EFBSampler, float3(texCoord.xy, 0.0));\n"
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"result.a = 1.0;\n"
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"return result;\n"
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"}\n"
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@ -191,13 +191,13 @@ static const char EFB_ENCODE_PS[] =
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"float4 Fetch_1(float2 coord)\n"
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"{\n"
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"float2 texCoord = CalcTexCoord(coord);\n"
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"return EFBTexture.Sample(EFBSampler, float3(texCoord.xy, 0));\n"
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"return EFBTexture.Sample(EFBSampler, float3(texCoord.xy, 0.0));\n"
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"}\n"
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"float4 Fetch_2(float2 coord)\n"
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"{\n"
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"float2 texCoord = CalcTexCoord(coord);\n"
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"float4 result = EFBTexture.Sample(EFBSampler, float3(texCoord.xy, 0));\n"
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"float4 result = EFBTexture.Sample(EFBSampler, float3(texCoord.xy, 0.0));\n"
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"result.a = 1.0;\n"
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"return result;\n"
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"}\n"
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@ -206,7 +206,7 @@ static const char EFB_ENCODE_PS[] =
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"{\n"
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"float2 texCoord = CalcTexCoord(coord);\n"
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"uint depth24 = 0xFFFFFF * EFBTexture.Sample(EFBSampler, float3(texCoord.xy, 0)).r;\n"
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"uint depth24 = 0xFFFFFF * EFBTexture.Sample(EFBSampler, float3(texCoord.xy, 0.0)).r;\n"
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"uint4 bytes = uint4(\n"
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"(depth24 >> 16) & 0xFF,\n" // r
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"(depth24 >> 8) & 0xFF,\n" // g
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