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Implemented a virtual skew control, hard coded to what is conveniently exactly the right number.
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@ -131,8 +131,8 @@ const char *vertexShader =
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"\n"
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"void main (void)\n"
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"{\n"
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"srcCoordinatesVarying = vec2(srcCoordinates.x / 512.0, srcCoordinates.y / 512.0);\n"
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"gl_Position = vec4(position.x * 2.0 - 1.0, 1.0 - position.y * 2.0, 0.0, 1.0);\n"
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"srcCoordinatesVarying = vec2(srcCoordinates.x / 512.0, (srcCoordinates.y + 0.5) / 512.0);\n"
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"gl_Position = vec4(position.x * 2.0 - 1.0, 1.0 - position.y * 2.0 + position.x / 131.0, 0.0, 1.0);\n"
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"}\n";
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// TODO: this should be factored out and be per project
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