+// We put the fractional part of the offset (-0.5 to 0.5 pixels) in the weights
+// because we have to (otherwise they'd do nothing). However, the support texture
+// has limited numerical precision and we'd need as much of it as we can for
+// getting the subpixel sampling right, and adding a large constant to each value
+// will reduce the precision further. Thus, the non-fractional part of the offset
+// is sent in through a uniform that we simply add in the beginning of the shader.
+uniform float PREFIX(whole_pixel_offset);
+