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examples: FXAA requires Linear, not Point sampling
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1 changed files with 3 additions and 3 deletions
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@ -125,8 +125,8 @@ uniform float _300_EdgeThresholdMin<
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#define FxaaTexOff(t, p, o, r) textureLodOffset(t, p, 0.0, o)
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#define FxaaTexOff(t, p, o, r) textureLodOffset(t, p, 0.0, o)
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#else
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#else
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#define FxaaSat(x) saturate(x)
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#define FxaaSat(x) saturate(x)
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#define FxaaTexTop(t, p) t.SampleLevel(PointClampSampler, p, 0.0)
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#define FxaaTexTop(t, p) t.SampleLevel(LinearClampSampler, p, 0.0)
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#define FxaaTexOff(t, p, o, r) t.SampleLevel(PointClampSampler, p, 0.0, o)
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#define FxaaTexOff(t, p, o, r) t.SampleLevel(LinearClampSampler, p, 0.0, o)
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#endif
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#endif
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// Actual Functionality starts here.
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// Actual Functionality starts here.
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@ -519,7 +519,7 @@ FxaaFloat4 FxaaPixelShader(
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FxaaFloat4 ProcessPixelShader(VertexInformation vtx) : TARGET {
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FxaaFloat4 ProcessPixelShader(VertexInformation vtx) : TARGET {
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return FxaaPixelShader(
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return FxaaPixelShader(
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vtx.texcoord0.xy + (ViewSize.zw * .5),
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vtx.texcoord0.xy,
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InputA,
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InputA,
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ViewSize.zw,
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ViewSize.zw,
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_100_SubpixelAliasingRemoval,
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_100_SubpixelAliasingRemoval,
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