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This sample demonstrates how to use a simple pixel shader to greatly reduce
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ASTC block artifacts, which can be quite noticeable when the block size goes
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beyond roughly 6x6. The basic idea: instead of always sampling the texture using
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1 tap, you sample the texture either 1 time or X times (with a simple low pass filter)
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depending on whether or not the sample location is near a block edge.
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a single tap, you instead sample the texture either one time or X times with a simple low pass filter,
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depending on whether or not the sample location is near a block edge.
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The shader determines if it's going to sample near an edge,
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and if so it samples a small vertical and horizontal region around the center sample
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and applies a small low pass filter. The example shader is compatible with
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mipmapping, bilinear filtering, trilinear filtering etc.
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mipmapping, bilinear filtering, trilinear filtering etc. The shader smoothly lerps between no filtering and
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edge filtering, and is mipmap-aware by using the pixel shader derivative instructions.
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It was written to be as simple as possible. It's also possible to add adaptivity
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to this shader, so it doesn't blindly blur across sharp edges - like we do while
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