fix hq2x in glsl (fixes #2196)
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@ -21,11 +21,11 @@ void main()
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float dy = delta.y;
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float dy = delta.y;
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gl_TexCoord[0].xy = gl_MultiTexCoord0.xy + vec2(-dx, -dy);
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gl_TexCoord[0].xy = gl_MultiTexCoord0.xy + vec2(-dx, -dy);
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gl_TexCoord[1].zw = gl_MultiTexCoord0.xy + vec2(-dx, 0.0);
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gl_TexCoord[1].xy = gl_MultiTexCoord0.xy + vec2(-dx, 0.0);
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gl_TexCoord[2].xy = gl_MultiTexCoord0.xy + vec2(-dx, dy);
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gl_TexCoord[2].xy = gl_MultiTexCoord0.xy + vec2(-dx, dy);
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gl_TexCoord[3].zw = gl_MultiTexCoord0.xy + vec2(0.0, -dy);
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gl_TexCoord[3].xy = gl_MultiTexCoord0.xy + vec2(0.0, -dy);
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gl_TexCoord[4].xy = gl_MultiTexCoord0.xy + vec2(0.0, 0.0);
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gl_TexCoord[4].xy = gl_MultiTexCoord0.xy + vec2(0.0, 0.0);
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gl_TexCoord[5].zw = gl_MultiTexCoord0.xy + vec2(0.0, dy);
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gl_TexCoord[5].xy = gl_MultiTexCoord0.xy + vec2(0.0, dy);
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gl_TexCoord[6].xy = gl_MultiTexCoord0.xy + vec2(dx, -dy);
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gl_TexCoord[6].xy = gl_MultiTexCoord0.xy + vec2(dx, -dy);
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gl_TexCoord[7].xy = gl_MultiTexCoord0.xy + vec2(dx, 0);
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gl_TexCoord[7].xy = gl_MultiTexCoord0.xy + vec2(dx, 0);
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gl_TexCoord[7].zw = gl_MultiTexCoord0.xy + vec2(dx, dy);
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gl_TexCoord[7].zw = gl_MultiTexCoord0.xy + vec2(dx, dy);
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