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GS: Use point sampling for shadeboost
DX12/Vulkan already did, but DX11/GL used linear.
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@@ -871,7 +871,7 @@ void GSDevice11::DoShadeBoost(GSTexture* sTex, GSTexture* dTex, const float para
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m_ctx->UpdateSubresource(m_shadeboost.cb.get(), 0, nullptr, params, 0, 0);
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StretchRect(sTex, sRect, dTex, dRect, m_shadeboost.ps.get(), m_shadeboost.cb.get(), true);
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StretchRect(sTex, sRect, dTex, dRect, m_shadeboost.ps.get(), m_shadeboost.cb.get(), false);
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}
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bool GSDevice11::CreateCASShaders()
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@@ -1446,7 +1446,7 @@ void GSDeviceOGL::DoShadeBoost(GSTexture* sTex, GSTexture* dTex, const float par
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const GSVector4 sRect(0, 0, 1, 1);
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const GSVector4 dRect(0, 0, s.x, s.y);
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StretchRect(sTex, sRect, dTex, dRect, m_shadeboost.ps, true);
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StretchRect(sTex, sRect, dTex, dRect, m_shadeboost.ps, false);
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}
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void GSDeviceOGL::SetupDATE(GSTexture* rt, GSTexture* ds, const GSVertexPT1* vertices, bool datm)
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