GPU: Fix interlaced display at higher internal resolutions
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@ -429,7 +429,7 @@ ivec2 GetCoords(vec2 fragcoord)
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{
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ivec2 icoords = ivec2(fragcoord);
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#if INTERLACED
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if (((icoords.y - u_base_coords.z) & 1) != 0)
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if ((((icoords.y - u_base_coords.z) / RESOLUTION_SCALE) & 1) != 0)
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discard;
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#endif
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return icoords;
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@ -480,7 +480,7 @@ void main()
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}
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// and normalize
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o_col0 = vec4(float(r) / 255.0, float(g) / 255.0, float(b) / 255, 1.0);
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o_col0 = vec4(float(r) / 255.0, float(g) / 255.0, float(b) / 255.0, 1.0);
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#else
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// load and return
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o_col0 = texelFetch(samp0, u_base_coords.xy + icoords, 0);
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