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https://git.eden-emu.dev/eden-emu/eden.git
synced 2026-09-10 06:02:40 +00:00
Small change
This commit is contained in:
Vendored
+2
-2
@@ -44,9 +44,9 @@ float4 PS_Bloom(float4 pos : SV_Position, float2 uv : TEXCOORD) : SV_Target
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float spread = 0.002 * gray / max(saturation, 0.25) * Radius;
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float3 sum = float3(0.0, 0.0, 0.0);
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for (int x = -3; x <= 3; x += 2)
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[unroll] for (int x = -3; x <= 3; x += 2)
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{
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for (int y = -3; y <= 3; y += 2)
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[unroll] for (int y = -3; y <= 3; y += 2)
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{
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float3 tap = tex2D(BackBuffer, uv + float2(x, y) * spread).rgb;
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sum += tap * Weight(tap);
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Vendored
+1
-1
@@ -60,7 +60,7 @@ float4 PS_Blur(float4 pos : SV_Position, float2 uv : TEXCOORD) : SV_Target
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float3 sum = float3(0.0, 0.0, 0.0);
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float total = 0.0;
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for (int i = 0; i < TAPS; ++i)
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[unroll] for (int i = 0; i < TAPS; ++i)
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{
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float reach = sqrt((float(i) + 0.5) / float(TAPS));
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sum += tex2D(BackBuffer, uv + spoke * reach * texel * Radius).rgb * weight;
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Vendored
+1
-1
@@ -51,7 +51,7 @@ float4 PS_Deband(float4 pos : SV_Position, float2 uv : TEXCOORD) : SV_Target
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float3 total = float3(0.0, 0.0, 0.0);
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float3 deviation = float3(0.0, 0.0, 0.0);
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for (int ring = 1; ring <= 2; ++ring)
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[unroll] for (int ring = 1; ring <= 2; ++ring)
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{
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float angle = base + float(ring) * 2.3999632;
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float reach = Radius * float(ring) * 0.5;
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Vendored
+2
-2
@@ -54,9 +54,9 @@ float4 PS_Denoise(float4 pos : SV_Position, float2 uv : TEXCOORD) : SV_Target
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float3 sum = float3(0.0, 0.0, 0.0);
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float3 total = float3(0.0, 0.0, 0.0);
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for (int y = -2; y <= 2; ++y)
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[unroll] for (int y = -2; y <= 2; ++y)
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{
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for (int x = -2; x <= 2; ++x)
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[unroll] for (int x = -2; x <= 2; ++x)
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{
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float2 offset = float2(x, y);
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float3 tap = tex2D(BackBuffer, uv + offset * texel).rgb;
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Vendored
+1
-1
@@ -66,7 +66,7 @@ float4 PS_MotionBlur(float4 pos : SV_Position, float2 uv : TEXCOORD) : SV_Target
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float jitter = frac(sin(dot(pos.xy, float2(12.9898, 78.233))) * 43758.5453);
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float3 sum = float3(0.0, 0.0, 0.0);
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for (int i = 0; i < TAPS; ++i)
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[unroll] for (int i = 0; i < TAPS; ++i)
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{
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float t = (float(i) + jitter) / float(TAPS) - 0.5;
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sum += tex2D(BackBuffer, uv + velocity * t).rgb;
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