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ebiten: bug fix: wrong interpolation in the screen shader
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@ -42,7 +42,7 @@ func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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c3 := imageSrc0UnsafeAt(p1)
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c3 := imageSrc0UnsafeAt(p1)
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// p is the p1 value in one pixel assuming that the pixel's upper-left is (0, 0) and the lower-right is (1, 1).
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// p is the p1 value in one pixel assuming that the pixel's upper-left is (0, 0) and the lower-right is (1, 1).
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rate := clamp(fract(p1), 0, 1)
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rate := clamp(fract(p1)*scale, 0, 1)
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return mix(mix(c0, c1, rate.x), mix(c2, c3, rate.x), rate.y)
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return mix(mix(c0, c1, rate.x), mix(c2, c3, rate.x), rate.y)
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}
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}
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`
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`
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