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@@ -5,8 +5,12 @@ ASTC block artifacts, which can be quite noticeable when the block size goes
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beyond roughly 6x6. 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. It was written to
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be as simple as possible.
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mipmapping, bilinear filtering, trilinear filtering etc.
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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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CPU deblocking before transcoding to BC7 or other LDR texture formats. It's also possible
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to add deblocking filter awareness to our ASTC/XUASTC/etc. encoders.
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You'll need these Python dependencies to run it:
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```
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