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Disallows smaller buffer use for 'sharp' displays and tightens sampling window.
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@@ -63,7 +63,7 @@ void ScanTarget::set_sampling_window(int output_width, int output_height, Shader
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GLfloat texture_offsets[4];
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GLfloat angles[4];
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for(int c = 0; c < 4; ++c) {
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texture_offsets[c] = 1.5f * (((one_pixel_width * float(c)) / 3.0f) - (one_pixel_width * 0.5f));
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texture_offsets[c] = 1.0f * (((one_pixel_width * float(c)) / 3.0f) - (one_pixel_width * 0.5f));
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angles[c] = GLfloat((texture_offsets[c] / clocks_per_angle) * 2.0f * M_PI);
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}
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target.set_uniform("textureCoordinateOffsets", 1, 4, texture_offsets);
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