examples: FXAA requires Linear, not Point sampling

This commit is contained in:
Michael Fabian 'Xaymar' Dirks 2021-11-27 02:48:46 +01:00
parent 06e2dea1fa
commit 5673138ff8
1 changed files with 3 additions and 3 deletions

View File

@ -125,8 +125,8 @@ uniform float _300_EdgeThresholdMin<
#define FxaaTexOff(t, p, o, r) textureLodOffset(t, p, 0.0, o)
#else
#define FxaaSat(x) saturate(x)
#define FxaaTexTop(t, p) t.SampleLevel(PointClampSampler, p, 0.0)
#define FxaaTexOff(t, p, o, r) t.SampleLevel(PointClampSampler, p, 0.0, o)
#define FxaaTexTop(t, p) t.SampleLevel(LinearClampSampler, p, 0.0)
#define FxaaTexOff(t, p, o, r) t.SampleLevel(LinearClampSampler, p, 0.0, o)
#endif
// Actual Functionality starts here.
@ -519,7 +519,7 @@ FxaaFloat4 FxaaPixelShader(
FxaaFloat4 ProcessPixelShader(VertexInformation vtx) : TARGET {
return FxaaPixelShader(
vtx.texcoord0.xy + (ViewSize.zw * .5),
vtx.texcoord0.xy,
InputA,
ViewSize.zw,
_100_SubpixelAliasingRemoval,