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rename parameter
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@ -146,27 +146,27 @@ void RendererOutputShader::SetUniformParameters(const LatteTextureView& texture_
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{
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sint32 effectiveWidth, effectiveHeight;
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texture_view.baseTexture->GetEffectiveSize(effectiveWidth, effectiveHeight, 0);
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auto setUniforms = [&](RendererShader* shader, const UniformLocations& attributes){
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auto setUniforms = [&](RendererShader* shader, const UniformLocations& locations){
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float res[2];
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if (attributes.m_loc_textureSrcResolution != -1)
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if (locations.m_loc_textureSrcResolution != -1)
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{
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res[0] = (float)effectiveWidth;
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res[1] = (float)effectiveHeight;
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shader->SetUniform2fv(attributes.m_loc_textureSrcResolution, res, 1);
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shader->SetUniform2fv(locations.m_loc_textureSrcResolution, res, 1);
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}
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if (attributes.m_loc_nativeResolution != -1)
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if (locations.m_loc_nativeResolution != -1)
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{
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res[0] = (float)texture_view.baseTexture->width;
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res[1] = (float)texture_view.baseTexture->height;
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shader->SetUniform2fv(attributes.m_loc_nativeResolution, res, 1);
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shader->SetUniform2fv(locations.m_loc_nativeResolution, res, 1);
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}
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if (attributes.m_loc_outputResolution != -1)
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if (locations.m_loc_outputResolution != -1)
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{
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res[0] = (float)output_res.x;
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res[1] = (float)output_res.y;
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shader->SetUniform2fv(attributes.m_loc_outputResolution, res, 1);
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shader->SetUniform2fv(locations.m_loc_outputResolution, res, 1);
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}
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};
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setUniforms(m_vertex_shader, m_uniformLocations[0]);
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