Update README.md

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Rich Geldreich
2026-02-10 13:25:15 -05:00
committed by GitHub
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@@ -8,8 +8,7 @@ depending on whether or not the sample location is near a block edge. The multip
the center sample blur across block boundaries of ASTC compressed textures.
The example shader is compatible with mipmapping, bilinear filtering, trilinear filtering etc. The
shader smoothly lerps between no filtering and edge filtering, and is mipmap-aware by using the pixel shader derivative instructions.
The Python sample shows either a textured quad or a cube, with various controls to move the object, rotate the cube, toggle the deblocking shader on/off, trilinear off/on, etc.
shader smoothly lerps between no filtering and edge filtering, and is mipmap-aware by using the pixel shader derivative instructions. Crucially, the block lattice is evaluated in the *effective mip space*, not in base texture space, which is why it's mipmap-aware. The Python sample shows either a textured quad or a cube, with various controls to move the object, rotate the cube, toggle the deblocking shader on/off, trilinear off/on, etc.
It was written to be as simple as possible. It's also possible to add adaptivity
to this shader, so it doesn't blindly blur across sharp edges - like we do while