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GL 3.2 has texelFetch() and layout(pixel_center_integer), which means that we integer coordinates with no precision loss when addressing individual pixels in the source texture. In the versions before we have to craft floating-point coordinates for texture() to grab the value of wanted pixel with no jumping around or interpolation. This change improves the behavior *a bit*, but not fully. I'm postponing this to the point when I have an unit test that compares the output with ground truth.pull/118/head
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