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prevent rounding errors caused by floor()
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@ -64,7 +64,7 @@ void main()
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vec2 g1 = vec2(inv_size.x,inv_size.y);
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vec2 g2 = vec2(-inv_size.x,inv_size.y);
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vec2 pC4 = floor(OGL2Pos) * inv_size;
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vec2 pC4 = floor(OGL2Pos) * 1.0001 * inv_size;
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// Reading the texels
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vec3 C1 = texture2d_(Source, pC4 - dy, yx);
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