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use highp for pixcoord to fix nvidia border issues
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@@ -52,7 +52,8 @@ vec4 getColorForCoord(vec2 normalizedCoord) {
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void main() {
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highp vec2 pixCoord = vec2(gl_FragCoord);
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vec2 originalPixCoord = fullSizeUntransformed * v_texcoord;
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highp vec2 originalPixCoord = v_texcoord;
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originalPixCoord *= fullSizeUntransformed;
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vec4 pixColor = getColorForCoord(v_texcoord);
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pixColor[3] *= alpha;
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