GPU: Implement dithering on OpenGL backend
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@ -44,14 +44,15 @@ protected:
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struct HWRenderBatch
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{
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HWPrimitive primitive;
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TextureMode texture_mode;
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u32 texture_page_x;
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u32 texture_page_y;
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u32 texture_palette_x;
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u32 texture_palette_y;
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HWPrimitive primitive;
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TextureMode texture_mode;
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TransparencyMode transparency_mode;
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std::array<u8, 4> texture_window_values;
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bool dithering;
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std::vector<HWVertex> vertices;
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@ -100,7 +101,7 @@ protected:
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}
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std::string GenerateVertexShader(bool textured);
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std::string GenerateFragmentShader(HWBatchRenderMode transparency, TextureMode texture_mode);
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std::string GenerateFragmentShader(HWBatchRenderMode transparency, TextureMode texture_mode, bool dithering);
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std::string GenerateScreenQuadVertexShader();
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std::string GenerateFillFragmentShader();
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std::string GenerateDisplayFragmentShader(bool depth_24bit, bool interlaced);
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