v2.0, better quality, less perspective deformation #1
@ -68,7 +68,7 @@ vec3 sample_texture(const in vec2 coord) {
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    vec2 y_coord = texture_center + rectilinear * sensor_to_texture;
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#ifdef debug_borders
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    if (y_coord.x < 0.0 || y_coord.y < 0.0 || y_coord.x > myResolution.x || y_coord.y > myResolution.y) {
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        return vec3(1.0);
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        return vec3(16.0 / 255.0, 0.5, 0.5);
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    }
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#endif
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    vec2 uv_coord = y_coord * 0.5;
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