Fix MAGIC shader string

This commit is contained in:
cdozdil
2026-04-20 00:46:12 +02:00
committed by FakeMichau
parent ec6b04320f
commit ca33b8b1f1
@@ -969,7 +969,9 @@ void CSMain(uint3 id : SV_DispatchThreadID,
uint3 tid : SV_GroupThreadID)
{
// k < 1 for downsample: k = DstDim / SrcDim = 1 / _Scale
float2 k = 1.0f / _Scale;
float2 k = float2(
(float) _DstWidth / (float) _SrcWidth,
(float) _DstHeight / (float) _SrcHeight);
// ----------------------------
// 1) Compute the source tile footprint for the *whole* 8x8 output block.
@@ -1011,7 +1013,7 @@ void CSMain(uint3 id : SV_DispatchThreadID,
// ----------------------------
// 2) Cooperative LDS load — de-interleaved into separate R/G/B planes
// ----------------------------
uint lane = tid.y * 8u + tid.x;
uint lane = tid.y * 8u + tid.x;
uint total = (uint) (tileW * tileH);
for (uint idx = lane; idx < total; idx += 64u)
@@ -1020,7 +1022,7 @@ void CSMain(uint3 id : SV_DispatchThreadID,
int ly = (int) (idx / (uint) tileW);
int2 srcPos;
srcPos.x = ClampInt(tileStart.x + lx, 0, _SrcWidth - 1);
srcPos.x = ClampInt(tileStart.x + lx, 0, _SrcWidth - 1);
srcPos.y = ClampInt(tileStart.y + ly, 0, _SrcHeight - 1);
float3 rgb = InputTexture.Load(int3(srcPos, 0)).rgb;
@@ -1047,8 +1049,8 @@ void CSMain(uint3 id : SV_DispatchThreadID,
int2 x1y1 = (int2) floor(upperF);
// Clamp to source bounds
x0y0.x = ClampInt(x0y0.x, 0, _SrcWidth - 1);
x1y1.x = ClampInt(x1y1.x, 0, _SrcWidth - 1);
x0y0.x = ClampInt(x0y0.x, 0, _SrcWidth - 1);
x1y1.x = ClampInt(x1y1.x, 0, _SrcWidth - 1);
x0y0.y = ClampInt(x0y0.y, 0, _SrcHeight - 1);
x1y1.y = ClampInt(x1y1.y, 0, _SrcHeight - 1);
@@ -1073,7 +1075,7 @@ void CSMain(uint3 id : SV_DispatchThreadID,
if (i < nx)
{
float w = MagicKernel(uBase + k.x * (float) i);
wx[i] = w;
wx[i] = w;
sumWx += w;
}
else
@@ -1083,7 +1085,7 @@ void CSMain(uint3 id : SV_DispatchThreadID,
if (i < ny)
{
float w = MagicKernel(vBase + k.y * (float) i);
wy[i] = w;
wy[i] = w;
sumWy += w;
}
else