shadertoy: multiply fragment shader coordinates by aspect ratio
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@ -251,7 +251,6 @@ int indirect_buffer()
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T0V(FG_DEPTH_SRC, 0x00000000);
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T0V(US_W_FMT, 0x00000000);
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T0V(VAP_PVS_CONST_CNTL, 0x00000000);
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T0V(TX_INVALTAGS, 0x00000000);
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T0V(TX_ENABLE, 0x00000000);
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T0V(VAP_INDEX_OFFSET, 0x00000000);
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@ -361,6 +360,23 @@ int indirect_buffer()
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// VAP_PVS
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//////////////////////////////////////////////////////////////////////////////
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T0V(VAP_PVS_CONST_CNTL
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, VAP_PVS_CONST_CNTL__PVS_CONST_BASE_OFFSET(0)
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| VAP_PVS_CONST_CNTL__PVS_MAX_CONST_ADDR(1)
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);
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T0V(VAP_PVS_VECTOR_INDX_REG
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, VAP_PVS_VECTOR_INDX_REG__OCTWORD_OFFSET(1024)
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);
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const float consts[] = {
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4.0f / 3.0f, 0.0f, 0.0f, 0.0f,
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};
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int consts_length = (sizeof (consts)) / (sizeof (consts[0]));
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T0_ONE_REG(VAP_PVS_VECTOR_DATA_REG_128, (consts_length - 1));
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for (int i = 0; i < consts_length; i++)
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ib[ix++].f32 = consts[i];
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T0V(VAP_PVS_CODE_CNTL_0
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, VAP_PVS_CODE_CNTL_0__PVS_FIRST_INST(0)
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| VAP_PVS_CODE_CNTL_0__PVS_XYZW_VALID_INST(1)
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@ -1,2 +1,3 @@
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out[1].xy = VE_ADD input[0].xy__ input[0].0000 input[0].0000
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out[0].xyzw = VE_ADD input[0].xyz1 input[0].0000 input[0].0000
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; CONST[0] = { 1.3333 , _, _, _ }
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out[1].xy = VE_MUL input[0].xy__ const[0].x1__
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out[0].xyzw = VE_ADD input[0].xyz1 input[0].0000
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@ -436,7 +436,7 @@ int _3d_cube(int ix, float theta)
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float theta1 = theta;
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//float theta2 = 3.14f * theta;
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float theta2 = theta;
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float consts[] = {
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const float consts[] = {
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I_PI_2, 0.5f, PI_2, -PI,
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theta1, theta2, 0.2f, 0.5f,
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};
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