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-rw-r--r--Shaders/aa_sample_algorithm.py43
1 files changed, 0 insertions, 43 deletions
diff --git a/Shaders/aa_sample_algorithm.py b/Shaders/aa_sample_algorithm.py
deleted file mode 100644
index 779e159..0000000
--- a/Shaders/aa_sample_algorithm.py
+++ /dev/null
@@ -1,43 +0,0 @@
-#!/usr/bin/env python3
-
-# This is the algorithm that the anti-aliasing logic inside
-# TaSTT_lighting_template.cginc uses.
-
-from math import fmod
-
-x = .5
-y = .1
-aa = 10
-
-# This lets us handle values smaller than 1. We're creating an m*n rectangle
-# and walking a path left-to-right, top-to-bottom through it.
-x_cap = max(x, 1.0 / x)
-y_cap = max(y, 1.0 / y)
-
-print(f"{x_cap} {y_cap}")
-
-def lerp(lo, hi, fract):
- return lo + (hi - lo) * fract
-
-for i in range(0, aa):
- # We want to subdivide an x*y area into `aa` evenly spaced pieces.
- region = x_cap * y_cap
-
- stride = region / aa
-
- region_i = i * stride + stride/2
- region_x = region_i / y_cap
- region_y = fmod(region_i, y_cap)
-
- print(f"{region_x} {region_y}")
-
- region_x = lerp(0, x, region_x / x_cap)
- region_y = lerp(0, y, region_y / y_cap)
-
- print(f"{region_x} {region_y}")
-
- assert(region_x >= 0)
- assert(region_x <= x)
- assert(region_y >= 0)
- assert(region_y <= y)
-