Play around with upscaling pixel filtering
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+4
-2
@@ -368,8 +368,10 @@ doDrawing' win pdata u = do
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[] -> do
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glBindTextureUnit 0 $ pdata ^. fboBase . _2 . _1 . unTO
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glBindFramebuffer GL_FRAMEBUFFER 0
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glUseProgram (pdata ^. textureAntiaShader)
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glUniform2f 0 (windowXFloat cfig) (windowYFloat cfig)
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if (cfig ^. gr_upscale_filter) then do
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glUseProgram (pdata ^. textureAntiaShader)
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glUniform2f 0 (windowXFloat cfig) (windowYFloat cfig)
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else glUseProgram (pdata ^. fullscreenShader)
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--glDrawArrays GL_TRIANGLES 0 6
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glDrawArrays GL_TRIANGLES 0 3
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rs' -> do
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