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		@@ -2,11 +2,13 @@ in vec2 texCoord;
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out vec4 fragColor;
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					out vec4 fragColor;
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uniform sampler2D tex;
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					uniform sampler2D tex;
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					uniform float trg_w;
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					uniform float trg_h;
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// Emulated input resolution.
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					// Emulated input resolution.
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vec2 res=vec2(256.0,144.0);
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					vec2 res=vec2(256.0,144.0);
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vec2 trg=res*4.0;
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					vec2 trg=vec2(trg_w, trg_h);
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// Hardness of scanline.
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					// Hardness of scanline.
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//  -8.0 = soft
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					//  -8.0 = soft
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										22
									
								
								src/system.c
									
									
									
									
									
								
							
							
						
						
									
										22
									
								
								src/system.c
									
									
									
									
									
								
							@@ -206,6 +206,17 @@ static void initTouchGamepad()
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}
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					}
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static void calcTextureRect(SDL_Rect* rect)
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					static void calcTextureRect(SDL_Rect* rect)
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					{
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						s32 w, h;
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						SDL_GetWindowSize(platform.window, &w, &h);
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						rect->x = OFFSET_LEFT * w / TIC80_FULLWIDTH;
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						rect->y = OFFSET_TOP * h / TIC80_FULLHEIGHT;
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						rect->w = TIC80_WIDTH * w / TIC80_FULLWIDTH;
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						rect->h = TIC80_HEIGHT * h / TIC80_FULLHEIGHT;
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					}
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					static void calcTextureRect2(SDL_Rect* rect)
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{
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					{
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	SDL_GetWindowSize(platform.window, &rect->w, &rect->h);
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						SDL_GetWindowSize(platform.window, &rect->w, &rect->h);
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@@ -1170,6 +1181,7 @@ static s32 start(s32 argc, char **argv, const char* folder)
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	u32 crt_shader = 0;
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						u32 crt_shader = 0;
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	load_shader_program(&crt_shader, "data/shaders/common.vert", "data/shaders/crt-lottes.frag");
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						load_shader_program(&crt_shader, "data/shaders/common.vert", "data/shaders/crt-lottes.frag");
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	{
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						{
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		u64 nextTick = SDL_GetPerformanceCounter();
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							u64 nextTick = SDL_GetPerformanceCounter();
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		const u64 Delta = SDL_GetPerformanceFrequency() / TIC_FRAMERATE;
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							const u64 Delta = SDL_GetPerformanceFrequency() / TIC_FRAMERATE;
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@@ -1192,7 +1204,15 @@ static s32 start(s32 argc, char **argv, const char* folder)
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					GPU_UpdateImageBytes(texture, NULL, (const u8*)tic->screen, TIC80_FULLWIDTH * sizeof(u32));
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										GPU_UpdateImageBytes(texture, NULL, (const u8*)tic->screen, TIC80_FULLWIDTH * sizeof(u32));
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					blitGpuTexture(screen, texture);
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										{
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											s32 w, h;
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											SDL_GetWindowSize(platform.window, &w, &h);
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											GPU_SetUniformf(GPU_GetUniformLocation(crt_shader, "trg_w"), w);
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											GPU_SetUniformf(GPU_GetUniformLocation(crt_shader, "trg_h"), h);
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											GPU_BlitScale(texture, NULL, screen, 0, 0, (float)w / TIC80_FULLWIDTH, (float)h / TIC80_FULLHEIGHT);
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										}
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				}
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									}
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				GPU_Flip(screen);
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									GPU_Flip(screen);
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