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Minor fix: given that phase is now a function of position, stop nudging position.
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@ -99,7 +99,7 @@ std::unique_ptr<IntermediateShader> IntermediateShader::make_shader(const std::s
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"phaseAndAmplitudeVarying.y = 0.33;" // TODO: reinstate connection with (phaseTimeAndAmplitude.y/256.0)
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// determine output position by scaling the output position according to the texture size
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"vec2 eyePosition = 2.0*(extendedOutputPosition / outputTextureSize) - vec2(1.0) + vec2(1.0)/outputTextureSize;"
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"vec2 eyePosition = 2.0*(extendedOutputPosition / outputTextureSize) - vec2(1.0);"
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"gl_Position = vec4(eyePosition, 0.0, 1.0);"
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"}", sampler_type, input_variable);
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