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Mobile SDK on Go: New Seam on Apps Using Equirect After Oculus Update?

We've deployed a lot of projects based on John Carmack's 5k player on the Oculus Go over the last year. We added a splash screen, using code attached below. For the past year, the splash screen has looked fine. However, in one of the recent firmware or Oculus software updates, a small black seam has been introduced directly behind the user. This seam wasn't there before. We've confirmed this on an old headset that wasn't connected to WiFi. The image has no problems, and then we connected and rebooted the headset, and the seam was introduced (without changing the app at all). 

Code for reference:
ovrLayerEquirect2 layer = vrapi_DefaultLayerEquirect2();
ovrLayer_Union2 layerUnion;

for (int i = 0; i < 2; i++)
{
layer.Textures[i].ColorSwapChain = SwapChain;
layer.Textures[i].SwapChainIndex = 0;
}
layer.Header.Flags |= VRAPI_FRAME_LAYER_FLAG_INHIBIT_SRGB_FRAMEBUFFER;
layer.TexCoordsFromTanAngles = ovrMatrix4f_CreateIdentity();

// Crop the correct stereo portion and then scale and translate it to fill the screen
ovrRectf* texrect[2] = {&layer.Textures[0].TextureRect, &layer.Textures[1].TextureRect};
ovrMatrix4f* texmatrix[2] = {&layer.Textures[0].TextureMatrix,
&layer.Textures[1].TextureMatrix};

*texrect[0] = {0.0f, 0.0f, 1.0f, 0.5f};
texmatrix[0]->M[0][0] = 1.0f;
texmatrix[0]->M[0][1] = 0.0f;
texmatrix[0]->M[0][2] = 0.0f;
texmatrix[0]->M[1][0] = 0.0f;
texmatrix[0]->M[1][1] = 0.5f;
texmatrix[0]->M[1][2] = 0.0f;
*texrect[1] = {0.0f, 0.5f, 1.0f, 1.0f};
texmatrix[1]->M[0][0] = 1.0f;
texmatrix[1]->M[0][1] = 0.0f;
texmatrix[1]->M[0][2] = 0.0f;
texmatrix[1]->M[1][0] = 0.0f;
texmatrix[1]->M[1][1] = 0.5f;
texmatrix[1]->M[1][2] = 0.5f;

layerUnion.Equirect = layer;
return layerUnion;
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