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GPU/HW: Interlace at native resolution rather than 1x
Also fixes screen bobbing when interlacing is disabled.
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@ -668,7 +668,7 @@ float4 SampleFromVRAM(uint4 texpage, uint2 icoord)
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float oalpha;
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#if INTERLACING
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if (((fixYCoord(uint(v_pos.y)) / RESOLUTION_SCALE) & 1u) == u_interlaced_displayed_field)
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if ((fixYCoord(uint(v_pos.y)) & 1u) == u_interlaced_displayed_field)
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discard;
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#endif
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@ -979,7 +979,7 @@ std::string GPU_HW_ShaderGen::GenerateInterlacedFillFragmentShader()
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ss << R"(
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{
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if (((fixYCoord(uint(v_pos.y)) / RESOLUTION_SCALE) & 1u) == u_interlaced_displayed_field)
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if ((fixYCoord(uint(v_pos.y)) & 1u) == u_interlaced_displayed_field)
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discard;
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o_col0 = u_fill_color;
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@ -1026,7 +1026,7 @@ std::string GPU_HW_ShaderGen::GenerateDisplayFragmentShader(bool depth_24bit, GP
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uint2 icoords = uint2(v_pos.xy);
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#if INTERLACED
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if (((fixYCoord(icoords.y) / RESOLUTION_SCALE) & 1u) != u_field_offset)
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if ((fixYCoord(icoords.y) & 1u) != u_field_offset)
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discard;
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#if !INTERLEAVED
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