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GS/HW: Remove clamp hack for edge garbage.
Not seemingly required anymore, might be because NS is a thing.
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@ -6717,7 +6717,7 @@ __ri void GSRendererHW::EmulateTextureSampler(const GSTextureCache::Target* rt,
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// Bigger problem when WH is 1024x1024 and the target is only small.
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// This "fixes" a lot of the rainbow garbage in games when upscaling (and xenosaga shadows + VP2 forest seem quite happy).
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// Note that this is done on the original texture scale, during upscales it can mess up otherwise.
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const GSVector4 region_clamp_offset = GSVector4::cxpr(0.5f, 0.5f, 0.1f, 0.1f) + (GSVector4::cxpr(0.1f, 0.1f, 0.0f, 0.0f) * tex->GetScale());
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const GSVector4 region_clamp_offset = GSVector4::cxpr(0.5f, 0.5f, 0.1f, 0.1f);
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const GSVector4 region_clamp = (GSVector4(clamp) + region_clamp_offset) / WH.xyxy();
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if (wms >= CLAMP_REGION_CLAMP)
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