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- fixed display for smaller screeblocks value.
When refactoring the screen scaling one line too many was altered by accident.
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1 changed files with 1 additions and 1 deletions
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@ -224,7 +224,7 @@ void FGLRenderer::DrawPresentTexture(const IntRect &box, bool applyGamma)
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mPresentShader->Uniforms->Saturation = clamp<float>(vid_saturation, -15.0f, 15.f);
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mPresentShader->Uniforms->Saturation = clamp<float>(vid_saturation, -15.0f, 15.f);
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mPresentShader->Uniforms->GrayFormula = static_cast<int>(gl_satformula);
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mPresentShader->Uniforms->GrayFormula = static_cast<int>(gl_satformula);
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}
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}
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mPresentShader->Uniforms->Scale = screen->SceneScale();
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mPresentShader->Uniforms->Scale = { screen->mScreenViewport.width / (float)mBuffers->GetWidth(), screen->mScreenViewport.height / (float)mBuffers->GetHeight() };
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mPresentShader->Uniforms.Set();
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mPresentShader->Uniforms.Set();
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RenderScreenQuad();
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RenderScreenQuad();
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}
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}
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