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Now that it's done at the rasterization stage, we don't need to handle it on the GPU. This also means that we can switch to nearest neighbor interpolation in the Metal shader since we're guaranteed to be pixel perfect. Accidentally, we were already nearest neighbor in the OpenGL shaders because I used the Rectangle texture mode in the big renderer rework, which doesn't support interpolation- anyway, that's no longer problematic since we won't be scaling glyphs on the GPU anymore.