diff --git a/shader_deblocking/README.md b/shader_deblocking/README.md index 3816fef..9c61152 100644 --- a/shader_deblocking/README.md +++ b/shader_deblocking/README.md @@ -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