good first issue
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Description
Followup from #867
The dx11 backend doesn't wrap uv coords correctly. Reproduction:
- load demo > Applets > uv_rect
- the texture should fill the whole area, but is only rendering inside the border (which defines the limits of uv 0-1)
I think this is because the shaders don't sample the texture if the uv coords are outside 0-1.