exp/sqrt shader ops, retain_prev hack.
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@@ -100,7 +100,8 @@ bool GL4Shader::PrepareVertexShader(
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" state.viewport_offset.z;\n"
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" // NDC->Window with viewport.\n"
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" pos.xy = pos.xy * state.window_offset.zw + state.window_offset.xy;\n"
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" pos.xy = pos.xy / (vec2(1280.0 - 1.0, -720.0 + 1.0) / 2.0) + vec2(-1.0, 1.0);\n"
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" pos.xy = pos.xy / (vec2(1280.0 - 1.0, -720.0 + 1.0) / 2.0) +\n"
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" vec2(-1.0, 1.0);\n"
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" // Window adjustment.\n"
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" return pos;\n"
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"}\n";
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@@ -147,14 +148,13 @@ bool GL4Shader::PreparePixelShader(
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}
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has_prepared_ = true;
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std::string source =
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header +
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"layout(location = 0) in VertexData vtx;\n"
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"layout(location = 0) out vec4 oC[4];\n"
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"void processFragment();\n"
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"void main() {\n" +
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" processFragment();\n"
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"}\n";
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std::string source = header +
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"layout(location = 0) in VertexData vtx;\n"
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"layout(location = 0) out vec4 oC[4];\n"
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"void processFragment();\n"
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"void main() {\n" +
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" processFragment();\n"
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"}\n";
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std::string translated_source =
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shader_translator_.TranslatePixelShader(this, program_cntl);
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