| Index: chrome/browser/android/vr_shell/vr_shell_renderer.cc
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| diff --git a/chrome/browser/android/vr_shell/vr_shell_renderer.cc b/chrome/browser/android/vr_shell/vr_shell_renderer.cc
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| index 55ce951060754346029617c78f5237602d2067bf..0ce95a9f712eda808e3f8c369c9094bd352a833b 100644
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| --- a/chrome/browser/android/vr_shell/vr_shell_renderer.cc
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| +++ b/chrome/browser/android/vr_shell/vr_shell_renderer.cc
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| @@ -406,11 +406,9 @@ void WebVrRenderer::Draw(int texture_handle) {
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|                          VOID_OFFSET(kTextureCoordinateDataOffset));
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|    glEnableVertexAttribArray(tex_coord_handle_);
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|  
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| -  // Bind texture. Ideally this should be a 1:1 pixel copy. (Or even more
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| -  // ideally, a zero copy reuse of the texture.) For now, we're using an
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| -  // undersized render target for WebVR, so GL_LINEAR makes it look slightly
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| -  // less chunky. TODO(klausw): change this to GL_NEAREST once we're doing
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| -  // a 1:1 copy since that should be more efficient.
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| +  // Bind texture. This is a 1:1 pixel copy since the source surface
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| +  // and renderbuffer destination size are resized to match, so use
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| +  // GL_NEAREST.
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|    glActiveTexture(GL_TEXTURE0);
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|    glBindTexture(GL_TEXTURE_EXTERNAL_OES, texture_handle);
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|    glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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| 
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