Fixed wrong AR with TLAC's scale component
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@@ -894,7 +894,7 @@ namespace rndr {
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gl_state_begin_event("pass_sprite");
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if (sprite_manager_get_reqlist_count(0)) {
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rndr::Render* rend = render;
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glViewportDLL(0, 0, rctx->sprite_width, rctx->sprite_height);
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glViewportDLL(0, 0, rend->screen_width, rend->screen_height);
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if (multisample && multisample_framebuffer) {
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gl_state_bind_framebuffer(multisample_framebuffer);
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@@ -909,8 +909,8 @@ namespace rndr {
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gl_state_disable_depth_test();
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gl_state_enable_blend();
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gl_state_disable_cull_face();
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sprite_manager_set_res((double_t)rctx->sprite_width / (double_t)rctx->sprite_height,
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rctx->sprite_width, rctx->sprite_height);
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sprite_manager_set_res((double_t)rctx->screen_width / (double_t)rctx->screen_height,
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rctx->screen_width, rctx->screen_height);
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sprite_manager_draw(0, true,
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rend->temp_buffer.color_texture);
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gl_state_enable_cull_face();
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@@ -921,8 +921,8 @@ namespace rndr {
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gl_state_bind_framebuffer(0);
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gl_state_disable_multisample();
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fbo_blit(multisample_framebuffer, rctx->screen_buffer.fbos[0],
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0, 0, rctx->sprite_width, rctx->sprite_height,
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0, 0, rctx->sprite_width, rctx->sprite_height, GL_COLOR_BUFFER_BIT, GL_NEAREST);
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0, 0, rctx->screen_width, rctx->screen_height,
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0, 0, rctx->screen_width, rctx->screen_height, GL_COLOR_BUFFER_BIT, GL_NEAREST);
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}
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shader::unbind();
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@@ -930,9 +930,8 @@ namespace rndr {
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}
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fbo_blit(rctx->screen_buffer.fbos[0], 0,
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0, 0, rctx->sprite_width, rctx->sprite_height,
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rctx->screen_x_offset, rctx->screen_y_offset,
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rctx->sprite_width, rctx->sprite_height, GL_COLOR_BUFFER_BIT, GL_LINEAR);
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0, 0, rctx->screen_width, rctx->screen_height,
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0, 0, rctx->screen_width, rctx->screen_height, GL_COLOR_BUFFER_BIT, GL_LINEAR);
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gl_state_bind_framebuffer(0);
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gl_state_end_event();
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