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couple of cleanups on reverse-aa
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@ -39,21 +39,15 @@
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*
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*/
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#pragma parameter REVERSEAA_SHARPNESS "ReverseAA Sharpness" 2.0 0.0 10.0 0.01
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#ifdef PARAMETER_UNIFORM
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uniform float REVERSEAA_SHARPNESS;
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#else
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#define REVERSEAA_SHARPNESS 2.0
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#endif
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layout(push_constant) uniform Push
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{
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vec4 SourceSize;
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vec4 OutputSize;
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float REVERSEAA_SHARPNESS;
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} params;
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#pragma parameter REVERSEAA_SHARPNESS "ReverseAA Sharpness" 2.0 0.0 10.0 0.01
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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mat4 MVP;
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@ -85,15 +79,13 @@ vec3 res2x(vec3 pre2, vec3 pre1, vec3 px, vec3 pos1, vec3 pos2)
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mat4x3 df = pos - pre;
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m = 0.5 - abs(px - 0.5);
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m = REVERSEAA_SHARPNESS * min(m, min(abs(df[1]), abs(df[2])));
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m = params.REVERSEAA_SHARPNESS * min(m, min(abs(df[1]), abs(df[2])));
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t = (7 * (df[1] + df[2]) - 3 * (df[0] + df[3])) / 16;
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t = clamp(t, -m, m);
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return t;
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}
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#define P(x,y) texture(Source, coord + params.SourceSize.zw * vec2(x, y)).rgb
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void main()
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{
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vec2 pos = fract(vTexCoord * params.SourceSize.xy) - vec2(0.5, 0.5);
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