ShaderGen: Support multiple render target output
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@ -46,7 +46,7 @@ std::string GPUShaderGen::GenerateDisplayFragmentShader(bool clamp_uv)
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WriteHeader(ss);
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WriteDisplayUniformBuffer(ss);
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DeclareTexture(ss, "samp0", 0);
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DeclareFragmentEntryPoint(ss, 0, 1, {}, false, 1);
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DeclareFragmentEntryPoint(ss, 0, 1);
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if (clamp_uv)
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ss << "{\n o_col0 = float4(SAMPLE_TEXTURE(samp0, ClampUV(v_tex0)).rgb, 1.0f);\n }";
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else
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@ -64,7 +64,7 @@ std::string GPUShaderGen::GenerateDisplaySharpBilinearFragmentShader()
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// Based on
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// https://github.com/rsn8887/Sharp-Bilinear-Shaders/blob/master/Copy_To_RetroPie/shaders/sharp-bilinear-simple.glsl
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DeclareFragmentEntryPoint(ss, 0, 1, {}, false, 1, false, false, false, false);
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DeclareFragmentEntryPoint(ss, 0, 1);
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ss << R"(
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{
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float2 scale = u_params.xy;
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@ -234,7 +234,7 @@ float3 SampleVRAMAverage2x2(uint2 icoords)
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}
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)";
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DeclareFragmentEntryPoint(ss, 0, 1, {}, true, 1);
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DeclareFragmentEntryPoint(ss, 0, 1, {}, true);
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ss << R"(
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{
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uint2 icoords = uint2(v_pos.xy) + u_sample_offset;
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