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texcoord rounding fix for ddt
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@ -80,7 +80,7 @@ layout(location = 2) out vec2 loc;
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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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vTexCoord = TexCoord * 1.00001;
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float2 ps = float2(params.SourceSize.z, params.SourceSize.w);
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float dx = ps.x;
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@ -143,4 +143,4 @@ float2 pos = frac(loc * 1.00001)-float2(0.4999, 0.4999); // pos = pixel position
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float3 color = bilinear(p, q, A, B, C, D);
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FragColor = vec4(color, 1.0);
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}
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}
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