Fix error/typo in SMAA shader#14338
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mockersf merged 2 commits intobevyengine:mainfrom Jul 15, 2024
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As in the original SMAA implementation: https://github.com/iryoku/smaa/blob/master/SMAA.hlsl#L960
`.z` -> `.y`
rparrett
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Makes sense to me. This sort of nonsense is necessary due to gpuweb/gpuweb#737.
alice-i-cecile
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mockersf
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# Objective - Actually use the value assigned to `d_xz`, like in [the original SMAA implementation](https://github.com/iryoku/smaa/blob/master/SMAA.hlsl#L960). This not already being the case was likely a mistake when converting from HLSL to WGSL ## Solution - Use `d_xz.x` and `d_xz.y` instead of `d.x` and `d.z` ## Testing - Quickly tested on Windows 11, `x86_64-pc-windows-gnu` `1.79.0` with the latest NVIDIA drivers. App runs with SMAA enabled and everything seems to work as intended - I didn't observe any major visual difference between this and the previous version, though this should be more correct as it matches the original SMAA implementation
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Objective
d_xz, like in the original SMAA implementation. This not already being the case was likely a mistake when converting from HLSL to WGSLSolution
d_xz.xandd_xz.yinstead ofd.xandd.zTesting
x86_64-pc-windows-gnu1.79.0with the latest NVIDIA drivers. App runs with SMAA enabled and everything seems to work as intended