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TextureConversionShader: Fix compile errors in OpenGL ES
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@ -731,8 +731,8 @@ static void WriteXFBEncoder(char*& p, APIType ApiType, const EFBCopyParams& para
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WriteSampleColor(p, "rgb", "color1", 1, ApiType, params);
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// Gamma is only applied to XFB copies.
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WRITE(p, " color0 = pow(color0, gamma_rcp.xxx);\n");
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WRITE(p, " color1 = pow(color1, gamma_rcp.xxx);\n");
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WRITE(p, " color0 = pow(color0, float3(gamma_rcp, gamma_rcp, gamma_rcp));\n");
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WRITE(p, " color1 = pow(color1, float3(gamma_rcp, gamma_rcp, gamma_rcp));\n");
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// Convert to YUV.
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WRITE(p, " const float3 y_const = float3(0.257, 0.504, 0.098);\n");
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@ -256,7 +256,8 @@ ShaderCode GenerateShader(APIType api_type, const UidData* uid_data)
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break;
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case EFBCopyFormat::XFB:
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out.Write(" ocol0 = float4(pow(texcol.rgb, gamma_rcp.xxx), texcol.a);\n");
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out.Write(" ocol0 = float4(pow(texcol.rgb, float3(gamma_rcp, gamma_rcp, gamma_rcp)), "
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"texcol.a);\n");
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break;
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default:
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