From 2d9df7194e6b23689e438fb7ecd66a2466d655c2 Mon Sep 17 00:00:00 2001 From: Rich Geldreich Date: Tue, 10 Feb 2026 13:25:15 -0500 Subject: [PATCH] Update README.md --- shader_deblocking/README.md | 3 +-- 1 file changed, 1 insertion(+), 2 deletions(-) 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