// In theory, we should adjust for the texel centers that have moved here as well,
// but since we use GL_NEAREST and we don't really care a lot what texel we sample,
// we don't have to worry about it.
float tc_scale[] = { float(width) / float(texture_width), float(height) / float(texture_height) };
set_uniform_vec2(glsl_program_num, prefix, "tc_scale", tc_scale);
// In theory, we should adjust for the texel centers that have moved here as well,
// but since we use GL_NEAREST and we don't really care a lot what texel we sample,
// we don't have to worry about it.
float tc_scale[] = { float(width) / float(texture_width), float(height) / float(texture_height) };
set_uniform_vec2(glsl_program_num, prefix, "tc_scale", tc_scale);