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Reintroduces basic filtering for RGB mode (and introduces it for monochrome composite).
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@@ -535,6 +535,7 @@ void ScanTarget::draw(bool synchronous, int output_width, int output_height) {
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const int framebuffer_height = std::min(output_height, 1080);
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const int proportional_width = (framebuffer_height * 4) / 3;
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if(!accumulation_texture_ || ( /* !synchronous && */ (accumulation_texture_->get_width() != proportional_width || accumulation_texture_->get_height() != framebuffer_height))) {
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set_sampling_window(proportional_width, framebuffer_height, *output_shader_);
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std::unique_ptr<OpenGL::TextureTarget> new_framebuffer(
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new TextureTarget(
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GLsizei(proportional_width),
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