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https://github.com/X0nk/Bliss-Shader.git
synced 2026-10-10 05:03:04 +08:00
(taa) revert minor change with depth sampling
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@@ -217,17 +217,17 @@ vec3 closestToCamera5taps(vec2 texcoord, sampler2D depth)
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vec2 du = vec2(texelSize.x*2., 0.0);
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vec2 dv = vec2(0.0, texelSize.y*2.);
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// vec3 dtl = vec3(texcoord,0.) + vec3(-texelSize, texture(depth, texcoord - dv - du).x);
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// vec3 dtr = vec3(texcoord,0.) + vec3( texelSize.x, -texelSize.y, texture(depth, texcoord - dv + du).x);
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// vec3 dmc = vec3(texcoord,0.) + vec3( 0.0, 0.0, texture(depth, texcoord).x);
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// vec3 dbl = vec3(texcoord,0.) + vec3(-texelSize.x, texelSize.y, texture(depth, texcoord + dv - du).x);
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// vec3 dbr = vec3(texcoord,0.) + vec3( texelSize.x, texelSize.y, texture(depth, texcoord + dv + du).x);
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vec3 dtl = vec3(texcoord,0.) + vec3(-texelSize, texture(depth, texcoord - dv - du).x);
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vec3 dtr = vec3(texcoord,0.) + vec3( texelSize.x, -texelSize.y, texture(depth, texcoord - dv + du).x);
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vec3 dmc = vec3(texcoord,0.) + vec3( 0.0, 0.0, texture(depth, texcoord).x);
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vec3 dbl = vec3(texcoord,0.) + vec3(-texelSize.x, texelSize.y, texture(depth, texcoord + dv - du).x);
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vec3 dbr = vec3(texcoord,0.) + vec3( texelSize.x, texelSize.y, texture(depth, texcoord + dv + du).x);
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vec3 dtl = vec3(texcoord,0.) + vec3(-texelSize, texelFetch(depth, ivec2((texcoord - dv - du)/texelSize),0).x);
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vec3 dtr = vec3(texcoord,0.) + vec3( texelSize.x, -texelSize.y, texelFetch(depth, ivec2((texcoord - dv + du)/texelSize),0).x);
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vec3 dmc = vec3(texcoord,0.) + vec3( 0.0, 0.0, texelFetch(depth, ivec2(texcoord/texelSize),0).x);
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vec3 dbl = vec3(texcoord,0.) + vec3(-texelSize.x, texelSize.y, texelFetch(depth, ivec2((texcoord + dv - du)/texelSize),0).x);
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vec3 dbr = vec3(texcoord,0.) + vec3( texelSize.x, texelSize.y, texelFetch(depth, ivec2((texcoord + dv + du)/texelSize),0).x);
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// vec3 dtl = vec3(texcoord,0.) + vec3(-texelSize, texelFetch(depth, ivec2((texcoord - dv - du)/texelSize),0).x);
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// vec3 dtr = vec3(texcoord,0.) + vec3( texelSize.x, -texelSize.y, texelFetch(depth, ivec2((texcoord - dv + du)/texelSize),0).x);
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// vec3 dmc = vec3(texcoord,0.) + vec3( 0.0, 0.0, texelFetch(depth, ivec2(texcoord/texelSize),0).x);
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// vec3 dbl = vec3(texcoord,0.) + vec3(-texelSize.x, texelSize.y, texelFetch(depth, ivec2((texcoord + dv - du)/texelSize),0).x);
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// vec3 dbr = vec3(texcoord,0.) + vec3( texelSize.x, texelSize.y, texelFetch(depth, ivec2((texcoord + dv + du)/texelSize),0).x);
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vec3 dmin = dmc;
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dmin = dmin.z > dtr.z ? dtr : dmin;
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@@ -253,17 +253,17 @@ vec3 closestToCamera5taps_DH(vec2 texcoord, sampler2D depth, sampler2D dhDepth,
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vec3 dbl = vec3(texcoord,0.);
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vec3 dbr = vec3(texcoord,0.);
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// dtl += vec3(-texelSize, depthCheck ? texture(dhDepth, texcoord - dv - du).x : texture(depth, texcoord - dv - du).x);
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// dtr += vec3( texelSize.x, -texelSize.y, depthCheck ? texture(dhDepth, texcoord - dv + du).x : texture(depth, texcoord - dv + du).x);
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// dmc += vec3( 0.0, 0.0, depthCheck ? texture(dhDepth, texcoord).x : texture(depth, texcoord).x);
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// dbl += vec3(-texelSize.x, texelSize.y, depthCheck ? texture(dhDepth, texcoord + dv - du).x : texture(depth, texcoord + dv - du).x);
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// dbr += vec3( texelSize.x, texelSize.y, depthCheck ? texture(dhDepth, texcoord + dv + du).x : texture(depth, texcoord + dv + du).x);
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dtl += vec3(-texelSize, depthCheck ? texture(dhDepth, texcoord - dv - du).x : texture(depth, texcoord - dv - du).x);
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dtr += vec3( texelSize.x, -texelSize.y, depthCheck ? texture(dhDepth, texcoord - dv + du).x : texture(depth, texcoord - dv + du).x);
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dmc += vec3( 0.0, 0.0, depthCheck ? texture(dhDepth, texcoord).x : texture(depth, texcoord).x);
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dbl += vec3(-texelSize.x, texelSize.y, depthCheck ? texture(dhDepth, texcoord + dv - du).x : texture(depth, texcoord + dv - du).x);
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dbr += vec3( texelSize.x, texelSize.y, depthCheck ? texture(dhDepth, texcoord + dv + du).x : texture(depth, texcoord + dv + du).x);
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dtl += vec3(-texelSize, depthCheck ? texelFetch(dhDepth, ivec2((texcoord - dv - du)/texelSize),0).x : texture(depth, ivec2((texcoord - dv - du)/texelSize),0).x);
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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);
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dmc += vec3( 0.0, 0.0, depthCheck ? texelFetch(dhDepth, ivec2(texcoord/texelSize ),0).x : texture(depth, ivec2(texcoord/texelSize) ,0).x);
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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);
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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);
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// dtl += vec3(-texelSize, depthCheck ? texelFetch(dhDepth, ivec2((texcoord - dv - du)/texelSize),0).x : texture(depth, ivec2((texcoord - dv - du)/texelSize),0).x);
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// 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);
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// dmc += vec3( 0.0, 0.0, depthCheck ? texelFetch(dhDepth, ivec2(texcoord/texelSize ),0).x : texture(depth, ivec2(texcoord/texelSize) ,0).x);
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// 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);
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// 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);
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vec3 dmin = dmc;
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dmin = dmin.z > dtr.z ? dtr : dmin;
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