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anOTHER AMD taa fix
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@ -208,19 +208,11 @@ 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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if(depthCheck){
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dtl += vec3(-texelSize, texture2D(dhDepth, texcoord - dv - du).x);
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dtr += vec3( texelSize.x, -texelSize.y, texture2D(dhDepth, texcoord - dv + du).x);
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dmc += vec3( 0.0, 0.0, texture2D(dhDepth, texcoord).x);
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dbl += vec3(-texelSize.x, texelSize.y, texture2D(dhDepth, texcoord + dv - du).x);
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dbr += vec3( texelSize.x, texelSize.y, texture2D(dhDepth, texcoord + dv + du).x);
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}else{
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dtl += vec3(-texelSize, texture2D(depth, texcoord - dv - du).x);
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dtr += vec3( texelSize.x, -texelSize.y, texture2D(depth, texcoord - dv + du).x);
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dmc += vec3( 0.0, 0.0, texture2D(depth, texcoord).x);
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dbl += vec3(-texelSize.x, texelSize.y, texture2D(depth, texcoord + dv - du).x);
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dbr += vec3( texelSize.x, texelSize.y, texture2D(depth, texcoord + dv + du).x);
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}
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dtl += vec3(-texelSize, depthCheck ? texture2D(dhDepth, texcoord - dv - du).x : texture2D(depth, texcoord - dv - du).x);
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dtr += vec3( texelSize.x, -texelSize.y, depthCheck ? texture2D(dhDepth, texcoord - dv + du).x : texture2D(depth, texcoord - dv + du).x);
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dmc += vec3( 0.0, 0.0, depthCheck ? texture2D(dhDepth, texcoord).x : texture2D(depth, texcoord).x);
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dbl += vec3(-texelSize.x, texelSize.y, depthCheck ? texture2D(dhDepth, texcoord + dv - du).x : texture2D(depth, texcoord + dv - du).x);
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dbr += vec3( texelSize.x, texelSize.y, depthCheck ? texture2D(dhDepth, texcoord + dv + du).x : texture2D(depth, texcoord + dv + du).x);
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vec3 dmin = dmc;
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dmin = dmin.z > dtr.z? dtr : dmin;
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