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fix #23 by added fudge to texture sample
Another case sampling the wrong location fixed by adding vec2(.01, .01)...
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@ -356,7 +356,7 @@ static const char *hirescolor_fragment_shader = "\n\
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} else { \n\
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uint even = (x % 2 == 1) ? left : pixel; \n\
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uint odd = (x % 2 == 1) ? pixel : right; \n\
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uint palette = uint(texture(hires_texture, vec2((x / 7) * 8 + 7, raster_coords.y) * hires_texture_coord_scale).x); \n\
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uint palette = uint(texture(hires_texture, vec2((x / 7) * 8 + 7 + .01f, raster_coords.y + .01f) * hires_texture_coord_scale).x); \n\
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\n\
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if(palette == 0u) { \n\
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if((even == 0u) && (odd == 255u)) { \n\
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