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When defining SMAA_DECODE_VELOCITY to point towards a function that takes a float4 vector an error is generated at line 1323 because the input will be a float2 from swizzling the rg components of the texture sampling, whereas in the other three cases there is no swizzling so a float4 is passed.
The text was updated successfully, but these errors were encountered:
It assumes the value returned from SMAASamplePoint only uses components rg. In other words, a float2 is passed to the macro. This is an error because it conflicts with the other uses of the SMAA_DECODE_VELOCITY macro. For example, see line 1272:
When defining SMAA_DECODE_VELOCITY to point towards a function that takes a float4 vector an error is generated at line 1323 because the input will be a float2 from swizzling the rg components of the texture sampling, whereas in the other three cases there is no swizzling so a float4 is passed.
The text was updated successfully, but these errors were encountered: