vec4 FUNCNAME(vec2 tc) {
#if DIRECTION_VERTICAL
vec4 support = texture2D(PREFIX(support_tex), vec2(tc.y * PREFIX(num_repeats), 0.0));
- vec4 c1 = INPUT(vec2(tc.x, 1.0 - (tc.y + support.x)));
- vec4 c2 = INPUT(vec2(tc.x, 1.0 - (tc.y + support.y)));
+ vec4 c1 = INPUT(vec2(tc.x, tc.y + support.x));
+ vec4 c2 = INPUT(vec2(tc.x, tc.y + support.y));
#else
vec4 support = texture2D(PREFIX(support_tex), vec2(tc.x * PREFIX(num_repeats), 0.0));
vec4 c1 = INPUT(vec2(tc.x + support.x, tc.y));