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Made an attempt at correctly mapping to eye coordinates.
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@ -359,7 +359,8 @@ char *OpenGLOutputBuilder::get_input_vertex_shader()
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"ivec2 textureSize = textureSize(texID, 0);"
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"inputPositionVarying = vec2(inputPosition.x / textureSize.x, (inputPosition.y + 0.5) / textureSize.y);"
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"gl_Position = vec4(outputPosition / outputTextureSize, 0.0, 1.0);"
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"vec2 eyePosition = 2.0*(outputPosition / outputTextureSize) - vec2(1.0);"
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"gl_Position = vec4(eyePosition, 0.0, 1.0);"
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"phaseVarying = (phaseCyclesPerTick * phaseTime + phaseAndAmplitude.x) * 2.0 * 3.141592654;"
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"}");
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}
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