add slight texture inset for layer UVs.
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@@ -38,8 +38,9 @@ void generate_preview_draw(GeneratePreview* self)
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const s32 column = index % columns;
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vec2 crop = startPosition + vec2(size.x * column, size.y * row);
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vec2 uvMin = crop / vec2(texture.size);
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vec2 uvMax = (crop + size) / vec2(texture.size);
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vec2 textureSize = vec2(texture.size);
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vec2 uvMin = (crop + vec2(0.5f)) / textureSize;
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vec2 uvMax = (crop + size - vec2(0.5f)) / textureSize;
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f32 vertices[] = UV_VERTICES(uvMin, uvMax);
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mat4 generateTransform = transform * quad_model_get(size, {}, pivot);
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