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prevent issues on picky GPUs/compilers
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@ -40,7 +40,7 @@ void main()
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{
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float texel = floor(data_pix_no);
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float phase = data_pix_no - texel;
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float base_phase = phase.x - 0.5;
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float base_phase = phase - 0.5;
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vec2 tex = vec2((texel + 0.5) * global.SourceSize.z, vTexCoord.y);
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vec3 col = vec3(0.0);
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