From 5673138ff8de3b5283346b1febfddb18c4642f4f Mon Sep 17 00:00:00 2001 From: Michael Fabian 'Xaymar' Dirks Date: Sat, 27 Nov 2021 02:48:46 +0100 Subject: [PATCH] examples: FXAA requires Linear, not Point sampling --- data/examples/shaders/filter/fxaa.effect | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/data/examples/shaders/filter/fxaa.effect b/data/examples/shaders/filter/fxaa.effect index fc6603ad..a6ece4f6 100644 --- a/data/examples/shaders/filter/fxaa.effect +++ b/data/examples/shaders/filter/fxaa.effect @@ -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,