gl renderer: Fix repeat node shader once again
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@@ -1,4 +1,3 @@
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uniform vec4 u_child_bounds;
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uniform vec4 u_texture_rect;
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@@ -21,8 +20,8 @@ void main() {
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float mapped_x = (vUv.x - u_texture_rect.x) / tw;
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float mapped_y = (vUv.y - u_texture_rect.y) / th;
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float wrapped_x = u_child_bounds.x + wrap(mapped_x * u_child_bounds.z, 1.0);
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float wrapped_y = u_child_bounds.y + wrap(mapped_y * u_child_bounds.w, 1.0);
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float wrapped_x = wrap(u_child_bounds.x + mapped_x * u_child_bounds.z, 1.0);
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float wrapped_y = wrap(u_child_bounds.y + mapped_y * u_child_bounds.w, 1.0);
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vec2 tp;
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tp.x = u_texture_rect.x + (wrapped_x * tw);
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