Small change

This commit is contained in:
CamilleLaVey
2026-09-09 18:41:57 -04:00
parent c44742f79e
commit f6c6f7ddb9
5 changed files with 7 additions and 7 deletions
+2 -2
View File
@@ -44,9 +44,9 @@ float4 PS_Bloom(float4 pos : SV_Position, float2 uv : TEXCOORD) : SV_Target
float spread = 0.002 * gray / max(saturation, 0.25) * Radius;
float3 sum = float3(0.0, 0.0, 0.0);
for (int x = -3; x <= 3; x += 2)
[unroll] for (int x = -3; x <= 3; x += 2)
{
for (int y = -3; y <= 3; y += 2)
[unroll] for (int y = -3; y <= 3; y += 2)
{
float3 tap = tex2D(BackBuffer, uv + float2(x, y) * spread).rgb;
sum += tap * Weight(tap);
+1 -1
View File
@@ -60,7 +60,7 @@ float4 PS_Blur(float4 pos : SV_Position, float2 uv : TEXCOORD) : SV_Target
float3 sum = float3(0.0, 0.0, 0.0);
float total = 0.0;
for (int i = 0; i < TAPS; ++i)
[unroll] for (int i = 0; i < TAPS; ++i)
{
float reach = sqrt((float(i) + 0.5) / float(TAPS));
sum += tex2D(BackBuffer, uv + spoke * reach * texel * Radius).rgb * weight;
+1 -1
View File
@@ -51,7 +51,7 @@ float4 PS_Deband(float4 pos : SV_Position, float2 uv : TEXCOORD) : SV_Target
float3 total = float3(0.0, 0.0, 0.0);
float3 deviation = float3(0.0, 0.0, 0.0);
for (int ring = 1; ring <= 2; ++ring)
[unroll] for (int ring = 1; ring <= 2; ++ring)
{
float angle = base + float(ring) * 2.3999632;
float reach = Radius * float(ring) * 0.5;
+2 -2
View File
@@ -54,9 +54,9 @@ float4 PS_Denoise(float4 pos : SV_Position, float2 uv : TEXCOORD) : SV_Target
float3 sum = float3(0.0, 0.0, 0.0);
float3 total = float3(0.0, 0.0, 0.0);
for (int y = -2; y <= 2; ++y)
[unroll] for (int y = -2; y <= 2; ++y)
{
for (int x = -2; x <= 2; ++x)
[unroll] for (int x = -2; x <= 2; ++x)
{
float2 offset = float2(x, y);
float3 tap = tex2D(BackBuffer, uv + offset * texel).rgb;
+1 -1
View File
@@ -66,7 +66,7 @@ float4 PS_MotionBlur(float4 pos : SV_Position, float2 uv : TEXCOORD) : SV_Target
float jitter = frac(sin(dot(pos.xy, float2(12.9898, 78.233))) * 43758.5453);
float3 sum = float3(0.0, 0.0, 0.0);
for (int i = 0; i < TAPS; ++i)
[unroll] for (int i = 0; i < TAPS; ++i)
{
float t = (float(i) + jitter) / float(TAPS) - 0.5;
sum += tex2D(BackBuffer, uv + velocity * t).rgb;