This is mostly so that it can be used with the scroll filter, which uses identical shaders, but needs to wrap the texture instead of clamp.
@@ -6,8 +6,8 @@ uniform float2 add_val;
sampler_state textureSampler {
Filter = Linear;
- AddressU = Clamp;
- AddressV = Clamp;
+ AddressU = Wrap;
+ AddressV = Wrap;
};
struct VertData {