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

View file

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