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WIP First attempt at a solution
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@@ -108,7 +108,7 @@ void ScreenSpaceFramebuffer::render() {
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const glm::vec4& size = _size.value();
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const float xratio = resolution.x / (size.z - size.x);
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const float yratio = resolution.y / (size.w - size.y);;
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const float yratio = resolution.y / (size.w - size.y);
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if (!_renderFunctions.empty()) {
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GLint viewport[4];
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