Fix lazy mouse precision
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@@ -9,14 +9,6 @@ SamplerState _texa_sampler; // direct3d12 unit align
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Texture2D<float4> gbufferD;
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SamplerState _gbufferD_sampler;
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// float3x3 rotAxis(float3 axis, float a) {
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// float c = cos(a);
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// float3 as = axis * sin(a).xxx;
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// float3x3 p = float3x3(axis.xxx * axis, axis.yyy * axis, axis.zzz * axis);
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// float3x3 q = float3x3(c, -as.z, as.y, as.z, c, -as.x, -as.y, as.x, c);
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// return p * (1.0 - c) + q;
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// }
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float3 getPos(float2 uv) {
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float2 uvinv = float2(uv.x, 1.0 - uv.y);
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float depth = gbufferD.SampleLevel(_gbufferD_sampler, uvinv, 0).r;
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@@ -54,12 +46,6 @@ SPIRV_Cross_Output main(float2 nor : TEXCOORD0, float4 pos : TEXCOORD1, float2 t
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getNormal(wpos2, uv2)
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);
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// float ax = acos(dot(float3(1,0,0), float3(n.x,0,0)));
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// float az = acos(dot(float3(0,0,1), float3(0,0,n.z)));
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// float sy = -sign(n.y);
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// wpos += mul(mul(pos.xyz * radius.xxx, rotAxis(float3(0,0,1), ax + 3.14/2)),
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// rotAxis(float3(1,0,0), -az * sy + 3.14/2));
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float3 n_tan;
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float3 n_bin;
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createBasis(n, n_tan, n_bin);
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