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Minor fixes found during GLSL porting of code
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@ -54,7 +54,7 @@ void main() {
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vec2(param.ASPECT_H, param.ASPECT_V),
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vec2(param.FORCE_INTEGER_SCALING_H, param.FORCE_INTEGER_SCALING_V), param.OVERSCALE,
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/* output_size_is_final_viewport_size = */ true);
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vec2 shift = vec2(param.SHIFT_H, param.SHIFT_V);
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const vec2 shift = vec2(param.SHIFT_H, param.SHIFT_V);
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tx_coord = o2i(vTexCoord, param.InputSize.xy, crop, shift, param.Rotation,
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param.CENTER_AFTER_CROPPING, scale_o2i);
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input_corners = get_input_corners(param.InputSize.xy, crop, param.Rotation);
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@ -143,7 +143,7 @@ vec2 get_scale_o2i(vec2 input_size, vec2 output_size, vec4 crop, uint rotation,
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scale_x = floor(scale_x);
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}
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}
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return output_size.xy / vec2(scale_x, scale_y);
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return output_size / vec2(scale_x, scale_y);
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}
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// From unit output to pixel input space.
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