base: taa cleanup
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+3
-33
@@ -11,7 +11,6 @@ f32 sys_time(void);
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gpu_pipeline_t *_mesh_object_last_pipeline = NULL;
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vec4_t _camera_object_sphere_center = {0};
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i32 camera_object_taa_frames = 1;
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gpu_buffer_t *gpu_create_vertex_buffer(i32 count, gpu_vertex_structure_t *structure);
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gpu_buffer_t *gpu_create_index_buffer(i32 count);
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@@ -1087,38 +1086,9 @@ void camera_object_proj_jitter(camera_object_t *raw) {
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i32 w = render_path_current_w;
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i32 h = render_path_current_h;
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raw->p = raw->no_jitter_p;
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i32 i = raw->frame % camera_object_taa_frames;
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f32 x = 0.0;
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f32 y = 0.0;
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if (i == 0) {
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x = 0.5;
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y = 0.333;
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}
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else if (i == 1) {
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x = -0.5;
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y = -0.333;
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}
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else if (i == 2) {
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x = 0.25;
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y = 0.111;
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}
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else if (i == 3) {
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x = -0.25;
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y = -0.111;
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}
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else if (i == 4) {
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x = 0.375;
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y = 0.444;
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}
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else {
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x = -0.375;
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y = -0.444;
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}
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x *= 2;
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y *= 2;
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i32 i = raw->frame % 2;
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f32 x = i == 0 ? -0.5 : 0.5;
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f32 y = i == 0 ? -0.5 : 0.5;
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raw->p.m20 += x / w;
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raw->p.m21 += y / h;
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raw->frame++;
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@@ -377,7 +377,6 @@ camera_data_t *camera_data_get_raw_by_name(any_array_t *datas, char *name);
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// ╚═════╝╚═╝ ╚═╝╚═╝ ╚═╝╚══════╝╚═╝ ╚═╝╚═╝ ╚═╝ ╚═════╝ ╚═════╝ ╚════╝ ╚══════╝ ╚═════╝ ╚═╝
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extern vec4_t _camera_object_sphere_center;
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extern i32 camera_object_taa_frames;
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camera_object_t *camera_object_create(camera_data_t *data);
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void camera_object_build_proj(camera_object_t *raw, f32 screen_aspect);
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void camera_object_remove(camera_object_t *raw);
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