  * hardware bilinear filtering to smooth out the transitions between pixels,
  * while appearing sharp.
  * 
- * Based off the `sharp-bilinear-simple` shader made for RetroArch/LibRetro,
+ * Based on the `sharp-bilinear-simple` shader made for RetroArch/LibRetro,
  * found here: https://github.com/rsn8887/Sharp-Bilinear-Shaders
  */
 vec4 textureScale(sampler2D tex, vec2 uv) {

 */
void main() {

	vec4 textureColour = textureScale(textures[int(v_textureUnit)], v_textureUVs);
	fragmentColour = textureColour * v_vertexColour;
}

	vec2 texelOffset = (centerDist - clamp(centerDist, -regionRange, regionRange)) * scale + 0.5;
	vec2 targetUVs = (texelFloor + texelOffset) / textureSourceSize;

	return texture(tex, targetUVs);
}

/**
 * Return a value that the current colour can be multiplied by that will give
 * the appearance of scanlines across the screen.
 * 
 * Based on the scanline shaders found in RetroArch/LibRetro, found here:
 * https://github.com/libretro/glsl-shaders
 */
vec4 insertScanlines(vec2 uv) {

	vec2 sineComp = vec2(scanlineHorizontalModulation, scanlineVerticalModulation);
	return vec4(scanlineBaseBrightness + dot(sineComp * sin(uv * v_omega - 1), vec2(1.0, 1.0)));
}

/**
