Minor shader improvement to the bilateral blur
This commit is contained in:
committed by
Mathias Agopian
parent
aa3b0a4e16
commit
dbe01d76a2
@@ -34,7 +34,7 @@ material {
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vertex {
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void postProcessVertex(inout PostProcessVertexInputs postProcess) {
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postProcess.vertex.xy = postProcess.normalizedUV;
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postProcess.vertex.xy = postProcess.normalizedUV * materialParams.resolution.xy;
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}
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}
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@@ -78,7 +78,7 @@ fragment {
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}
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void postProcess(inout PostProcessInputs postProcess) {
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highp ivec2 uv = ivec2(variable_vertex.xy * materialParams.resolution.xy);
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highp ivec2 uv = ivec2(variable_vertex.xy);
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float depth = texelFetch(materialParams_depth, uv, 0).r;
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