(taa) revert minor change with depth sampling

This commit is contained in:
Xonk
2026-08-11 23:30:24 -04:00
parent c2ed151398
commit 0fbbc6cb2c
+20 -20
View File
@@ -217,17 +217,17 @@ vec3 closestToCamera5taps(vec2 texcoord, sampler2D depth)
vec2 du = vec2(texelSize.x*2., 0.0);
vec2 dv = vec2(0.0, texelSize.y*2.);
// vec3 dtl = vec3(texcoord,0.) + vec3(-texelSize, texture(depth, texcoord - dv - du).x);
// vec3 dtr = vec3(texcoord,0.) + vec3( texelSize.x, -texelSize.y, texture(depth, texcoord - dv + du).x);
// vec3 dmc = vec3(texcoord,0.) + vec3( 0.0, 0.0, texture(depth, texcoord).x);
// vec3 dbl = vec3(texcoord,0.) + vec3(-texelSize.x, texelSize.y, texture(depth, texcoord + dv - du).x);
// vec3 dbr = vec3(texcoord,0.) + vec3( texelSize.x, texelSize.y, texture(depth, texcoord + dv + du).x);
vec3 dtl = vec3(texcoord,0.) + vec3(-texelSize, texture(depth, texcoord - dv - du).x);
vec3 dtr = vec3(texcoord,0.) + vec3( texelSize.x, -texelSize.y, texture(depth, texcoord - dv + du).x);
vec3 dmc = vec3(texcoord,0.) + vec3( 0.0, 0.0, texture(depth, texcoord).x);
vec3 dbl = vec3(texcoord,0.) + vec3(-texelSize.x, texelSize.y, texture(depth, texcoord + dv - du).x);
vec3 dbr = vec3(texcoord,0.) + vec3( texelSize.x, texelSize.y, texture(depth, texcoord + dv + du).x);
vec3 dtl = vec3(texcoord,0.) + vec3(-texelSize, texelFetch(depth, ivec2((texcoord - dv - du)/texelSize),0).x);
vec3 dtr = vec3(texcoord,0.) + vec3( texelSize.x, -texelSize.y, texelFetch(depth, ivec2((texcoord - dv + du)/texelSize),0).x);
vec3 dmc = vec3(texcoord,0.) + vec3( 0.0, 0.0, texelFetch(depth, ivec2(texcoord/texelSize),0).x);
vec3 dbl = vec3(texcoord,0.) + vec3(-texelSize.x, texelSize.y, texelFetch(depth, ivec2((texcoord + dv - du)/texelSize),0).x);
vec3 dbr = vec3(texcoord,0.) + vec3( texelSize.x, texelSize.y, texelFetch(depth, ivec2((texcoord + dv + du)/texelSize),0).x);
// vec3 dtl = vec3(texcoord,0.) + vec3(-texelSize, texelFetch(depth, ivec2((texcoord - dv - du)/texelSize),0).x);
// vec3 dtr = vec3(texcoord,0.) + vec3( texelSize.x, -texelSize.y, texelFetch(depth, ivec2((texcoord - dv + du)/texelSize),0).x);
// vec3 dmc = vec3(texcoord,0.) + vec3( 0.0, 0.0, texelFetch(depth, ivec2(texcoord/texelSize),0).x);
// vec3 dbl = vec3(texcoord,0.) + vec3(-texelSize.x, texelSize.y, texelFetch(depth, ivec2((texcoord + dv - du)/texelSize),0).x);
// vec3 dbr = vec3(texcoord,0.) + vec3( texelSize.x, texelSize.y, texelFetch(depth, ivec2((texcoord + dv + du)/texelSize),0).x);
vec3 dmin = dmc;
dmin = dmin.z > dtr.z ? dtr : dmin;
@@ -253,17 +253,17 @@ vec3 closestToCamera5taps_DH(vec2 texcoord, sampler2D depth, sampler2D dhDepth,
vec3 dbl = vec3(texcoord,0.);
vec3 dbr = vec3(texcoord,0.);
// dtl += vec3(-texelSize, depthCheck ? texture(dhDepth, texcoord - dv - du).x : texture(depth, texcoord - dv - du).x);
// dtr += vec3( texelSize.x, -texelSize.y, depthCheck ? texture(dhDepth, texcoord - dv + du).x : texture(depth, texcoord - dv + du).x);
// dmc += vec3( 0.0, 0.0, depthCheck ? texture(dhDepth, texcoord).x : texture(depth, texcoord).x);
// dbl += vec3(-texelSize.x, texelSize.y, depthCheck ? texture(dhDepth, texcoord + dv - du).x : texture(depth, texcoord + dv - du).x);
// dbr += vec3( texelSize.x, texelSize.y, depthCheck ? texture(dhDepth, texcoord + dv + du).x : texture(depth, texcoord + dv + du).x);
dtl += vec3(-texelSize, depthCheck ? texture(dhDepth, texcoord - dv - du).x : texture(depth, texcoord - dv - du).x);
dtr += vec3( texelSize.x, -texelSize.y, depthCheck ? texture(dhDepth, texcoord - dv + du).x : texture(depth, texcoord - dv + du).x);
dmc += vec3( 0.0, 0.0, depthCheck ? texture(dhDepth, texcoord).x : texture(depth, texcoord).x);
dbl += vec3(-texelSize.x, texelSize.y, depthCheck ? texture(dhDepth, texcoord + dv - du).x : texture(depth, texcoord + dv - du).x);
dbr += vec3( texelSize.x, texelSize.y, depthCheck ? texture(dhDepth, texcoord + dv + du).x : texture(depth, texcoord + dv + du).x);
dtl += vec3(-texelSize, depthCheck ? texelFetch(dhDepth, ivec2((texcoord - dv - du)/texelSize),0).x : texture(depth, ivec2((texcoord - dv - du)/texelSize),0).x);
dtr += vec3( texelSize.x, -texelSize.y, depthCheck ? texelFetch(dhDepth, ivec2((texcoord - dv + du)/texelSize),0).x : texture(depth, ivec2((texcoord - dv + du)/texelSize),0).x);
dmc += vec3( 0.0, 0.0, depthCheck ? texelFetch(dhDepth, ivec2(texcoord/texelSize ),0).x : texture(depth, ivec2(texcoord/texelSize) ,0).x);
dbl += vec3(-texelSize.x, texelSize.y, depthCheck ? texelFetch(dhDepth, ivec2((texcoord + dv - du)/texelSize),0).x : texture(depth, ivec2((texcoord + dv - du)/texelSize),0).x);
dbr += vec3( texelSize.x, texelSize.y, depthCheck ? texelFetch(dhDepth, ivec2((texcoord + dv + du)/texelSize),0).x : texture(depth, ivec2((texcoord + dv + du)/texelSize),0).x);
// dtl += vec3(-texelSize, depthCheck ? texelFetch(dhDepth, ivec2((texcoord - dv - du)/texelSize),0).x : texture(depth, ivec2((texcoord - dv - du)/texelSize),0).x);
// dtr += vec3( texelSize.x, -texelSize.y, depthCheck ? texelFetch(dhDepth, ivec2((texcoord - dv + du)/texelSize),0).x : texture(depth, ivec2((texcoord - dv + du)/texelSize),0).x);
// dmc += vec3( 0.0, 0.0, depthCheck ? texelFetch(dhDepth, ivec2(texcoord/texelSize ),0).x : texture(depth, ivec2(texcoord/texelSize) ,0).x);
// dbl += vec3(-texelSize.x, texelSize.y, depthCheck ? texelFetch(dhDepth, ivec2((texcoord + dv - du)/texelSize),0).x : texture(depth, ivec2((texcoord + dv - du)/texelSize),0).x);
// dbr += vec3( texelSize.x, texelSize.y, depthCheck ? texelFetch(dhDepth, ivec2((texcoord + dv + du)/texelSize),0).x : texture(depth, ivec2((texcoord + dv + du)/texelSize),0).x);
vec3 dmin = dmc;
dmin = dmin.z > dtr.z ? dtr : dmin;