// Deliberately put the data of interest very close to the right,
// where texture coordinates are farther from 0 and thus less precise.
- float data[size] = {0};
+ float data[size * 2] = {0};
data[size - offset] = 1.0f;
float expected_data[size * 2] = {0};
for (int x = 0; x < size * 2; ++x) {