@@ -307,10 +307,6 @@ void PerPixelMesh::WarpedBlit(const PresetState& presetState,
307307 11 .49f + 4 .0f * cosf (warpTime * 0 .933f + 5 ),
308308 };
309309
310- // Texel alignment
311- glm::vec2 const texelOffsets{presetState.renderContext .texelOffsetX / static_cast <float >(presetState.renderContext .viewportSizeX ),
312- presetState.renderContext .texelOffsetY / static_cast <float >(presetState.renderContext .viewportSizeY )};
313-
314310 // Decay
315311 float decay = std::min (static_cast <float >(*perFrameContext.decay ), 1 .0f );
316312
@@ -319,19 +315,17 @@ void PerPixelMesh::WarpedBlit(const PresetState& presetState,
319315
320316 if (!m_warpShader)
321317 {
322- auto perPixelMeshShader = GetDefaultWarpShader (presetState);
323- perPixelMeshShader->Bind ();
324- perPixelMeshShader->SetUniformMat4x4 (" vertex_transformation" , PresetState::orthogonalProjection);
325- perPixelMeshShader->SetUniformInt (" texture_sampler" , 0 );
326- perPixelMeshShader->SetUniformFloat4 (" aspect" , {presetState.renderContext .aspectX ,
327- presetState.renderContext .aspectY ,
328- presetState.renderContext .invAspectX ,
329- presetState.renderContext .invAspectY });
330- perPixelMeshShader->SetUniformFloat (" warpTime" , warpTime);
331- perPixelMeshShader->SetUniformFloat (" warpScaleInverse" , warpScaleInverse);
332- perPixelMeshShader->SetUniformFloat4 (" warpFactors" , warpFactors);
333- perPixelMeshShader->SetUniformFloat2 (" texelOffset" , texelOffsets);
334- perPixelMeshShader->SetUniformFloat (" decay" , decay);
318+ m_perPixelMeshShader.Bind ();
319+ m_perPixelMeshShader.SetUniformMat4x4 (" vertex_transformation" , PresetState::orthogonalProjection);
320+ m_perPixelMeshShader.SetUniformInt (" texture_sampler" , 0 );
321+ m_perPixelMeshShader.SetUniformFloat4 (" aspect" , {presetState.renderContext .aspectX ,
322+ presetState.renderContext .aspectY ,
323+ presetState.renderContext .invAspectX ,
324+ presetState.renderContext .invAspectY });
325+ m_perPixelMeshShader.SetUniformFloat (" warpTime" , warpTime);
326+ m_perPixelMeshShader.SetUniformFloat (" warpScaleInverse" , warpScaleInverse);
327+ m_perPixelMeshShader.SetUniformFloat4 (" warpFactors" , warpFactors);
328+ m_perPixelMeshShader.SetUniformFloat (" decay" , decay);
335329 }
336330 else
337331 {
@@ -344,7 +338,6 @@ void PerPixelMesh::WarpedBlit(const PresetState& presetState,
344338 shader.SetUniformFloat (" warpTime" , warpTime);
345339 shader.SetUniformFloat (" warpScaleInverse" , warpScaleInverse);
346340 shader.SetUniformFloat4 (" warpFactors" , warpFactors);
347- shader.SetUniformFloat2 (" texelOffset" , texelOffsets);
348341 shader.SetUniformFloat (" decay" , decay);
349342 }
350343
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