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2024-11-20 15:21:28 +01:00

15 lines
400 B
HLSL

void ImprovedSampling_float(
// Base inputs
float2 UV,
float2 TextureTexelSize,
// Outputs
out float2 ImprovedUV
) {
ImprovedUV = UV * TextureTexelSize + 0.5;
float2 iuv = floor( ImprovedUV );
float2 fuv = frac( ImprovedUV );
ImprovedUV = iuv + fuv*fuv*(3.0-2.0*fuv); // fuv*fuv*fuv*(fuv*(fuv*6.0-15.0)+10.0);;
ImprovedUV = (ImprovedUV - 0.5) / TextureTexelSize;
}