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Some fixes to improve precision and speed on Android. Fixes precision issues on Mali and PowerVR.
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@ -338,6 +338,15 @@ void RasterizerGLES3::blit_render_target_to_screen(RID p_render_target, const Re
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RasterizerStorageGLES3::RenderTarget *rt = storage->render_target_owner.getornull(p_render_target);
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ERR_FAIL_COND(!rt);
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#if 1
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Size2 win_size = OS::get_singleton()->get_window_size();
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glBindFramebuffer(GL_READ_FRAMEBUFFER, rt->fbo);
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glReadBuffer(GL_COLOR_ATTACHMENT0);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, RasterizerStorageGLES3::system_fbo);
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glBlitFramebuffer(0, 0, rt->width, rt->height, p_screen_rect.position.x, win_size.height - p_screen_rect.position.y - p_screen_rect.size.height, p_screen_rect.position.x + p_screen_rect.size.width, win_size.height, GL_COLOR_BUFFER_BIT, GL_NEAREST);
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#else
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canvas->canvas_begin();
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glDisable(GL_BLEND);
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glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES3::system_fbo);
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@ -350,6 +359,7 @@ void RasterizerGLES3::blit_render_target_to_screen(RID p_render_target, const Re
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canvas->draw_generic_textured_rect(p_screen_rect, Rect2(0, 0, 1, -1));
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glBindTexture(GL_TEXTURE_2D, 0);
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canvas->canvas_end();
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#endif
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}
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void RasterizerGLES3::end_frame(bool p_swap_buffers) {
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@ -42,7 +42,7 @@ uniform highp mat4 modelview_matrix;
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uniform highp mat4 extra_matrix;
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out mediump vec2 uv_interp;
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out highp vec2 uv_interp;
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out mediump vec4 color_interp;
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#ifdef USE_NINEPATCH
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@ -207,7 +207,7 @@ uniform mediump sampler2D color_texture; // texunit:0
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uniform highp vec2 color_texpixel_size;
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uniform mediump sampler2D normal_texture; // texunit:1
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in mediump vec2 uv_interp;
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in highp vec2 uv_interp;
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in mediump vec4 color_interp;
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