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Searched refs:aa_r_offset (Results 1 – 4 of 4) sorted by relevance

/dports/games/libretro-shaders-slang/slang-shaders-9850d68939b86262eae9f0da01ff1c11daafcdc3/crt/shaders/crt-royale/src/
H A Dtex2Dantialias.h412 const float2 aa_r_offset = get_aa_subpixel_r_offset(); in eval_unorm_rgb_weights() local
413 const float2 offset_r = offset_g - aa_r_offset * final_axis_importance; in eval_unorm_rgb_weights()
414 const float2 offset_b = offset_g + aa_r_offset * final_axis_importance; in eval_unorm_rgb_weights()
510 const float2 aa_r_offset = get_aa_subpixel_r_offset(); in get_frame_sign() local
511 …const float2 mirror = -float2(abs(aa_r_offset.x) < (FIX_ZERO(0.0)), abs(aa_r_offset.y) < (FIX_ZERO… in get_frame_sign()
528 const float2 aa_r_offset = get_aa_subpixel_r_offset(); in tex2Daa_subpixel_weights_only() local
529 const float2 aa_r_offset_uv_offset = mul(pixel_to_tex_uv, aa_r_offset); in tex2Daa_subpixel_weights_only()
/dports/games/libretro-shaders-glsl/glsl-shaders-7052b09dc657d56bea443d5661dccbebcafe32dc/crt/shaders/crt-royale/port-helpers/
H A Dtex2Dantialias.h415 const float2 aa_r_offset = get_aa_subpixel_r_offset(); in eval_unorm_rgb_weights() local
416 const float2 offset_r = offset_g - aa_r_offset * final_axis_importance; in eval_unorm_rgb_weights()
417 const float2 offset_b = offset_g + aa_r_offset * final_axis_importance; in eval_unorm_rgb_weights()
513 const float2 aa_r_offset = get_aa_subpixel_r_offset(); in get_frame_sign() local
514 …const float2 mirror = -float2(abs(aa_r_offset.x) < (FIX_ZERO(0.0)), abs(aa_r_offset.y) < (FIX_ZERO… in get_frame_sign()
531 const float2 aa_r_offset = get_aa_subpixel_r_offset(); in tex2Daa_subpixel_weights_only() local
532 const float2 aa_r_offset_uv_offset = mul(pixel_to_tex_uv, aa_r_offset); in tex2Daa_subpixel_weights_only()
/dports/games/libretro-shaders-glsl/glsl-shaders-7052b09dc657d56bea443d5661dccbebcafe32dc/crt/shaders/crt-royale/src/
H A Dcrt-royale-geometry-aa-last-pass.glsl3591 const float2 aa_r_offset = get_aa_subpixel_r_offset();
3592 const float2 offset_r = offset_g - aa_r_offset * final_axis_importance;
3593 const float2 offset_b = offset_g + aa_r_offset * final_axis_importance;
3689 const float2 aa_r_offset = get_aa_subpixel_r_offset();
3690 …const float2 mirror = -float2(abs(aa_r_offset.x) < (FIX_ZERO(0.0)), abs(aa_r_offset.y) < (FIX_ZERO…
3707 const float2 aa_r_offset = get_aa_subpixel_r_offset();
3708 const float2 aa_r_offset_uv_offset = mul(pixel_to_tex_uv, aa_r_offset);
H A Dcrt-royale-geometry-aa-last-pass-intel.glsl3593 const float2 aa_r_offset = get_aa_subpixel_r_offset();
3594 const float2 offset_r = offset_g - aa_r_offset * final_axis_importance;
3595 const float2 offset_b = offset_g + aa_r_offset * final_axis_importance;
3691 const float2 aa_r_offset = get_aa_subpixel_r_offset();
3692 …const float2 mirror = -float2(abs(aa_r_offset.x) < (FIX_ZERO(0.0)), abs(aa_r_offset.y) < (FIX_ZERO…
3709 const float2 aa_r_offset = get_aa_subpixel_r_offset();
3710 const float2 aa_r_offset_uv_offset = mul(pixel_to_tex_uv, aa_r_offset);