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    It shouldn't actually have anything to do with...

    It shouldn't actually have anything to do with sampler settings. The way it checks for the pixel being within the quad is this part:


    float a = (xA - texCoord.x) * (yB - texCoord.y) - (xB -...
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    eg....

    eg.
    https://1drv.ms/u/s!Atq7cUIJ7uextBcrLIoFjQT0X-IS?e=U6PzvI
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    Okay, soooo... I just tested Werbad's shader on...

    Okay, soooo...
    I just tested Werbad's shader on its own, and it actually works fine.
    Which means that the problem is with the events - and I think I've found it!
    The issue is with passing integers...
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    Nope. It's broken. The wall objects are being...

    Nope. It's broken. The wall objects are being positioned and resized correctly, but that's not what the shader was for - the shader was to make the corners look right.

    Have a look at this example...
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    That's strange... I've just had another look...

    That's strange...

    I've just had another look though.
    The latest version (which I decided to call "QuadPlus" for some reason) doesn't work -...
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    It's probably not you. I just tried the GTA...

    It's probably not you. I just tried the GTA building examples that I made years ago using Werbad's shader, which definitely DID work, but are now all broken. Clickteam must have changed something....
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