diff --git a/internal/graphics/shader.go b/internal/graphics/shader.go index 39cb5fd17..dc0555c82 100644 --- a/internal/graphics/shader.go +++ b/internal/graphics/shader.go @@ -100,14 +100,6 @@ highp vec2 roundTexel(highp vec2 p) { void main(void) { highp vec2 pos = varying_tex_coord; - // Adjust texels to be slightly inside the source rect. Without this - // adjustment, texels can be exactly as same values as the (lower and left) edges' - // positions and it could happen that outside of the source is rendered. (#491) - // 1.0 / 4096.0 is an arbitrary number that doesn't cause problems on MacBook Pro. - // TODO: Adding is better? - pos.x = min(varying_tex_coord_max.x - 1.0 / 4096.0, pos.x); - pos.y = min(varying_tex_coord_max.y - 1.0 / 4096.0, pos.y); - #if defined(FILTER_NEAREST) vec4 color = texture2D(texture, pos); if (pos.x < varying_tex_coord_min.x ||