undo that last tweak

This commit is contained in:
Xonk
2025-03-13 20:41:27 -04:00
parent 0145368b66
commit 7e96bb9f22

View File

@ -319,7 +319,7 @@ vec4 bilateralUpsample(out float outerEdgeResults, float referenceDepth, sampler
float edgeSum = 0.0;
float threshold = 0.005;
vec2 UV = gl_FragCoord.xy + 1 + (ivec2(gl_FragCoord.xy + frameCounter)%2)*2;
vec2 UV = gl_FragCoord.xy + 2 + (ivec2(gl_FragCoord.xy + frameCounter)%2)*2;
const ivec2 SCALE = ivec2(1.0/VL_RENDER_RESOLUTION);
ivec2 UV_DEPTH = ivec2(UV*VL_RENDER_RESOLUTION)*SCALE;
ivec2 UV_COLOR = ivec2(UV*VL_RENDER_RESOLUTION);
@ -354,9 +354,7 @@ vec4 bilateralUpsample(out float outerEdgeResults, float referenceDepth, sampler
}
vec4 VLTemporalFiltering(vec3 viewPos, in float referenceDepth, sampler2D depth){
// workaround texture filter putting a small offset on the tex
float cursedOffset = (VL_RENDER_RESOLUTION < 0.3 ? 2.0 : VL_RENDER_RESOLUTION < 0.6 ? 1.0 : 0.0);
vec2 offsetTexcoord = (gl_FragCoord.xy + cursedOffset)*texelSize;
vec2 offsetTexcoord = gl_FragCoord.xy*texelSize;
vec2 VLtexCoord = offsetTexcoord * VL_RENDER_RESOLUTION;
// get previous frames position stuff for UV