}
full_flow *= inv_flow_size;
- vec2 patch_center = (ivec2(x, y) + 0.5) / textureSize(flow_tex, 0) + full_flow * splat_alpha;
+ vec2 patch_center = (ivec2(x, y) + 0.5) * inv_flow_size + full_flow * splat_alpha;
image_pos = patch_center + splat_size * (position - 0.5);
flow = full_flow;