diff options
Diffstat (limited to 'Shaders/aa_sample_algorithm.py')
| -rw-r--r-- | Shaders/aa_sample_algorithm.py | 43 |
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) - |
