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internal/builtinshader: remove adjustments for tie-breaking
This seems no longer needed with the pixel mode. This was confirmed by this test: ``` go run . -run=TestImageLinearFilterGlitch2 ``` The same change didn't work atb5ca404c42
but worked at49582519c1
, which introduced the pixel mode. Updates #1212
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@ -29,10 +29,9 @@ const screenShaderSrc = `//kage:unit pixels
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package main
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func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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// Shift 1/512 [pixel] to avoid the tie-breaking issue.
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pos := texCoord
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p0 := pos - 1/2.0 + 1/512.0
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p1 := pos + 1/2.0 + 1/512.0
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p0 := pos - 1/2.0
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p1 := pos + 1/2.0
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// Texels must be in the source rect, so it is not necessary to check.
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c0 := imageSrc0UnsafeAt(p0)
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@ -77,9 +77,8 @@ func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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clr := imageSrc0At(adjustTexelForAddressRepeat(texCoord))
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{{end}}
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{{else if eq .Filter .FilterLinear}}
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// Shift 1/512 [pixel] to avoid the tie-breaking issue (#1212).
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p0 := texCoord - 1/2.0 + 1/512.0
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p1 := texCoord + 1/2.0 + 1/512.0
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p0 := texCoord - 1/2.0
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p1 := texCoord + 1/2.0
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{{if eq .Address .AddressRepeat}}
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p0 = adjustTexelForAddressRepeat(p0)
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