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Fix UV offsets in 16->32 reinterpret. Better, but something is still not quite right.
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@@ -169,8 +169,8 @@ Draw2DPipelineInfo GenerateReinterpretFragmentShader(ShaderWriter &writer, GEBuf
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} else if (IsBufferFormat16Bit(from) && !IsBufferFormat16Bit(to)) {
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// 16-to-32-bit (two pixels, draw size is halved)
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writer.C(" vec4 valLeft = ").SampleTexture2D("tex", "v_texcoord.xy").C(";\n");
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writer.C(" vec4 valRight = ").SampleTexture2D("tex", "v_texcoord.xy + vec2(0.5 / texSize.x, 0.0)").C(";\n");
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writer.C(" vec4 valLeft = ").SampleTexture2D("tex", "v_texcoord.xy + vec2(-0.25 / texSize.x, 0.0)").C(";\n");
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writer.C(" vec4 valRight = ").SampleTexture2D("tex", "v_texcoord.xy + vec2(0.25 / texSize.x, 0.0)").C(";\n");
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writer.C(" vec4 outColor = unpackColor(packColor(valLeft), packColor(valRight));\n");
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_assert_("not yet implemented");
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