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Clamp chroma texcoords to avoid sampling alignment padding
This resolves #885 without the massive perf hit on lower end Intel GPUs.
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@@ -6,4 +6,9 @@ struct ShaderInput
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{
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float4 pos : SV_POSITION;
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float2 tex : TEXCOORD0;
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};
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};
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cbuffer ChromaLimitBuf : register(b0)
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{
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min16float3 chromaTexMax;
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};
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