Use bilinear filtering.
diff --git a/egl-compositor.c b/egl-compositor.c
index c4c4f11..f58b227 100644
--- a/egl-compositor.c
+++ b/egl-compositor.c
@@ -254,9 +254,9 @@
 	glGenTextures(1, &es->texture);
 	glBindTexture(GL_TEXTURE_2D, es->texture);
 	glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
-	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_REPEAT);
-	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
-	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_REPEAT);
+	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
 	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0,
 		     GL_BGRA, GL_UNSIGNED_BYTE, data);
 
@@ -354,9 +354,9 @@
 	glGenTextures(1, &background->texture);
 	glBindTexture(GL_TEXTURE_2D, background->texture);
 	glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
-	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_REPEAT);
-	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
-	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_REPEAT);
+	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
 	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, pixbuf_width, pixbuf_height, 0,
 		     GL_BGR, GL_UNSIGNED_BYTE, data);
 
@@ -655,9 +655,9 @@
 
 	glBindTexture(GL_TEXTURE_2D, es->texture);
 	glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
-	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_REPEAT);
-	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
-	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_REPEAT);
+	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
 	eglBindTexImage(ec->display, es->surface, GL_TEXTURE_2D);
 }