| 
					
				 | 
			
			
				@@ -112,14 +112,16 @@ float4 DrawLanczos(FragData f_in, bool undistort) 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				 	float3 coltap135 = weight3(f_rev_half.y + 0.5); 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				  
			 | 
		
	
		
			
				 | 
				 | 
			
			
				 	// Need normalization if divided value near zero 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				-	float rowsum = rowtap024.x + rowtap024.y + rowtap024.z; 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				-	rowsum += rowtap135.x + rowtap135.y + rowtap135.z; 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				-	rowtap024 = rowtap024 / rowsum; 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				-	rowtap135 = rowtap135 / rowsum; 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				-	float colsum = coltap024.x + coltap024.y + coltap024.z; 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				-	colsum += coltap135.x + coltap135.y + coltap135.z; 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				-	coltap024 = coltap024 / colsum; 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				-	coltap135 = coltap135 / colsum; 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+	float rowsum = rowtap024.x + rowtap024.y + rowtap024.z + 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+		rowtap135.x + rowtap135.y + rowtap135.z; 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+	float rowsum_i = 1.0 / rowsum; 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+	rowtap024 = rowtap024 * rowsum_i; 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+	rowtap135 = rowtap135 * rowsum_i; 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+	float colsum = coltap024.x + coltap024.y + coltap024.z + 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+		coltap135.x + coltap135.y + coltap135.z; 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+	float colsum_i = 1.0 / colsum; 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+	coltap024 = coltap024 * colsum_i; 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+	coltap135 = coltap135 * colsum_i; 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				  
			 | 
		
	
		
			
				 | 
				 | 
			
			
				 	float2 uv0 = (-2.5 - f) * stepxy + pos; 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				 	float2 uv1 = uv0 + stepxy; 
			 |