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- void ImprovedSampling_float(
- // Base inputs
- float2 UV,
- float2 TextureTexelSize,
- // Outputs
- out float2 ImprovedUV
- ) {
- ImprovedUV = UV * TextureTexelSize + 0.5;
- float2 iuv = floor( ImprovedUV );
- float2 fuv = frac( ImprovedUV );
- ImprovedUV = iuv + fuv*fuv*(3.0-2.0*fuv); // fuv*fuv*fuv*(fuv*(fuv*6.0-15.0)+10.0);;
- ImprovedUV = (ImprovedUV - 0.5) / TextureTexelSize;
- }
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