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rsx/glsl: use const for left/right
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@ -23,12 +23,12 @@ layout(location=0) out vec4 ocol;
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#define TRUE 1
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#define TRUE 1
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#define FALSE 0
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#define FALSE 0
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vec2 left_single_matrix = vec2(1.f, 0.4898f);
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const vec2 left_single_matrix = vec2(1.f, 0.4898f);
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vec2 right_single_matrix = vec2(0.f, 0.510204f);
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const vec2 right_single_matrix = vec2(0.f, 0.510204f);
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vec2 sbs_single_matrix = vec2(2.0, 0.4898f);
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const vec2 sbs_single_matrix = vec2(2.0, 0.4898f);
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vec2 sbs_multi_matrix = vec2(2.0, 1.0);
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const vec2 sbs_multi_matrix = vec2(2.0, 1.0);
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vec2 ou_single_matrix = vec2(1.0, 0.9796f);
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const vec2 ou_single_matrix = vec2(1.0, 0.9796f);
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vec2 ou_multi_matrix = vec2(1.0, 2.0);
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const vec2 ou_multi_matrix = vec2(1.0, 2.0);
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#ifdef VULKAN
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#ifdef VULKAN
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layout(push_constant) uniform static_data
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layout(push_constant) uniform static_data
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@ -61,16 +61,16 @@ vec4 anaglyph(const in vec4 left, const in vec4 right)
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vec4 anaglyph_single_image()
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vec4 anaglyph_single_image()
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{
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{
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vec4 left = texture(fs0, tc0 * left_single_matrix);
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const vec4 left = texture(fs0, tc0 * left_single_matrix);
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vec4 right = texture(fs0, (tc0 * left_single_matrix) + right_single_matrix);
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const vec4 right = texture(fs0, (tc0 * left_single_matrix) + right_single_matrix);
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return anaglyph(left, right);
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return anaglyph(left, right);
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}
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}
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vec4 anaglyph_stereo_image()
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vec4 anaglyph_stereo_image()
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{
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{
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vec4 left = texture(fs0, tc0);
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const vec4 left = texture(fs0, tc0);
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vec4 right = texture(fs1, tc0);
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const vec4 right = texture(fs1, tc0);
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return anaglyph(left, right);
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return anaglyph(left, right);
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}
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}
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