Apply byte offset when using rendered textures

Fixes Valkyrie Profile intros now that wrapping is being done.  It uses a UV like 1.0, 2.0, 3.0 with a width of 64 on a texture that's much wider.  It worked before just because the UV was "correct" anyway when scaled.

Might help other games using offset framebuffer textures without unwrapped UVs.

I hope I'm not making the frag shader too slow...

-[Unknown]