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synced 2024-11-26 18:10:33 +00:00
omg fix stupid error that broke royale geom modes
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@ -172,8 +172,8 @@ void main()
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// transpose(local_to_global);
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const float3x3 local_to_global = float3x3(
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cos_tilt.x, sin_tilt.y*sin_tilt.x, cos_tilt.y*sin_tilt.x,
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0.0, cos_tilt.y, -sin_tilt.y,
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-sin_tilt.x, sin_tilt.y*cos_tilt.x, cos_tilt.y*cos_tilt.x);
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0.0, cos_tilt.y, sin_tilt.y,
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sin_tilt.x, sin_tilt.y*cos_tilt.x, cos_tilt.y*cos_tilt.x);
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// This is a pure rotation, so transpose = inverse:
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const float3x3 global_to_local = transpose(local_to_global);
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// Decompose the matrix into 3 float3's for output:
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@ -267,14 +267,14 @@ void main()
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const float2 abs_aa_r_offset = abs(get_aa_subpixel_r_offset());
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const bool need_subpixel_aa = abs_aa_r_offset.x + abs_aa_r_offset.y > 0.0;
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float3 color;
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/* //TODO/FIXME: This block is what causes the black screen when geom_mode >= 1.0
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if(aa_level > 0.5 && (geom_mode > 0.5 || any(bool2((geom_overscan.x != 1.0), (geom_overscan.y != 1.0)))))
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{
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// Sample the input with antialiasing (due to sharp phosphors, etc.):
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color = tex2Daa(input_texture, tex_uv, pixel_to_tex_uv, float(IN.frame_count));
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}
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else */if(aa_level > 0.5 && need_subpixel_aa)
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else if(aa_level > 0.5 && need_subpixel_aa)
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{
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// Sample at each subpixel location:
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color = tex2Daa_subpixel_weights_only(
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@ -25,5 +25,5 @@
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#define fmod(x,y) mod(x,y)
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#define ddx(c) dFdx(c)
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#define ddy(c) dFdy(c)
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#define atan2(x,y) atan(y,x)
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#define rsqrt(c) inversesqrt(c)
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#define atan2(x,y) atan(x,y)
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#define rsqrt(c) inversesqrt(c)
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