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shader API reference: the anti-aliasing section comes from the generator
#8186 wrote its Anti-aliasing section into docs/api/shaders-reference.md, which horizon_shader_api::reference::markdown generates, so main's the_reference_is_up_to_date failed. The section is now generated, and the doc is unchanged. Co-Authored-By: Claude Opus 5.5 <[email protected]>
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@@ -113,6 +113,16 @@ pub fn markdown() -> String {
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}
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out += "## The frame\n\n";
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out += &table(&Frame::WGSL, Some(Frame::OFFSETS));
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out += "## Anti-aliasing\n\n\
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While a pack's `[[post]]` chain draws the frame, the player's anti-aliasing settings do not run: `taa`, `fxaa`\n\
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and `upscaling` in `horizon-graphics.txt` have no effect, and the frame's projection is never jittered, because the\n\
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last post pass draws the picture itself and Horizon's own resolve, which does TAA, FXAA and TAA upscaling, is the\n\
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step it replaces. The world is still rendered at `resolutionScale` before the pack reads it.\n\n\
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A pack that wants smooth edges draws them itself, in a post pass: a spatial filter (FXAA, SMAA and the like) works on\n\
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`previous` as it is. A temporal pass cannot do what TAA does here, even though `history` and\n\
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`frame.previous_view_projection` give it the last frame: nothing moves the camera by a fraction of a texel from one\n\
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frame to the next, so a still camera gives it the same picture twice and there is no sub-pixel detail to gather.\n\n\
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Without a pack the settings apply as the player set them.\n\n";
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out += &format!(
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"## Options\n\n\
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Each `[[options]]` entry sets the WGSL `override` of the same name when the pipelines are built:\n\n\
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