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vo_opengl: don't use normalized coords for debanding rectangle textures
Fixes #2831.
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@ -366,7 +366,8 @@ void pass_sample_deband(struct gl_shader_cache *sc, struct deband_opts *opts,
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GLSLH(float dist = rand(h) * range; h = permute(h);)
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GLSLH(float dir = rand(h) * 6.2831853; h = permute(h);)
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GLSLHF("vec2 pt = dist / vec2(%f, %f);\n", img_w, img_h);
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bool r = tex_target == GL_TEXTURE_RECTANGLE;
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GLSLHF("vec2 pt = dist / vec2(%f, %f);\n", r ? 1 : img_w, r ? 1 : img_h);
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GLSLH(vec2 o = vec2(cos(dir), sin(dir));)
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// Sample at quarter-turn intervals around the source pixel
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