Better performance for shaders
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@@ -25,7 +25,7 @@ vertex_t generate_fullscreen_triangle_vertex(uint vertex_id, float2 subsample_of
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float2 rotation_center = { 0.5, 0.5 };
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tex_coord = round(rotation_center + mul(rotation_matrix, tex_coord - rotation_center));
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if (rotate_texture_steps % 2) {
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if (rotate_texture_steps & 1) {
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subsample_offset.xy = subsample_offset.yx;
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}
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}
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