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@@ -116,7 +116,7 @@ void computeSourceColor(Texture2D<Vec4> tex, SamplerState linearAnyClampSampler,
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template<typename T, typename TPostProcessTextureFunc = DefaultPostProcessTextureFunc<T> >
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vector<T, 3> computeTemporalAA(Texture2D<Vec4> currentTex, SamplerState linearAnyClampSampler, Vec3 history, Vec2 coord,
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- F32 temporalSourceWeight = 0.01, F32 temporalGamma = 1.0,
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+ T temporalSourceWeight = 0.01, T temporalGamma = 1.0,
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TPostProcessTextureFunc func = (DefaultPostProcessTextureFunc<T>)0)
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{
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vector<T, 3> m1;
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@@ -124,7 +124,7 @@ vector<T, 3> computeTemporalAA(Texture2D<Vec4> currentTex, SamplerState linearAn
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vector<T, 3> sourceSample;
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vector<T, 3> neighboorMin;
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vector<T, 3> neighboorMax;
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- computeSourceColor(currentTex, linearAnyClampSampler, coord, m1, m2, sourceSample, neighboorMin, neighboorMax);
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+ computeSourceColor(currentTex, linearAnyClampSampler, coord, m1, m2, sourceSample, neighboorMin, neighboorMax, func);
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const T sampleCount = 9.0;
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const vector<T, 3> mu = m1 / sampleCount;
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