Fixed oreintation
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This commit is contained in:
2026-05-04 13:23:49 +10:00
parent 0deef55974
commit 44316b29c2

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@@ -71,7 +71,7 @@ float4 shadeVideo(ShaderContext context)
float sourceY = (samplePosition + 0.5) / requestedSamples; float sourceY = (samplePosition + 0.5) / requestedSamples;
float luma = dot(sampleVideo(float2(innerUv.x, sourceY)).rgb, float3(0.2126, 0.7152, 0.0722)); float luma = dot(sampleVideo(float2(innerUv.x, sourceY)).rgb, float3(0.2126, 0.7152, 0.0722));
float targetY = 1.0 - saturate(luma); float targetY = saturate(luma);
float sampleHit = 1.0 - smoothstep(pixelThickness, pixelThickness * 2.5, abs(innerUv.y - targetY)); float sampleHit = 1.0 - smoothstep(pixelThickness, pixelThickness * 2.5, abs(innerUv.y - targetY));
density += sampleHit; density += sampleHit;