Merge pull request 'main' (#6) from Dante/LNXSDK:main into main

Reviewed-on: #6
This commit is contained in:
2026-06-23 02:39:31 +00:00

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@ -1101,7 +1101,7 @@ class RenderPathDeferred {
RenderPathCreator.finalTarget = path.currentTarget; RenderPathCreator.finalTarget = path.currentTarget;
var target = ""; var target = "";
#if ((rp_antialiasing == "Off") || (rp_antialiasing == "FXAA") || (!rp_render_to_texture)) #if (!rp_fsr1 && ((rp_antialiasing == "Off") || (rp_antialiasing == "FXAA") || (!rp_render_to_texture)))
{ {
target = framebuffer; target = framebuffer;
} }
@ -1163,7 +1163,13 @@ class RenderPathDeferred {
path.drawShader("shader_datas/smaa_blend_weight/smaa_blend_weight"); path.drawShader("shader_datas/smaa_blend_weight/smaa_blend_weight");
#if (rp_antialiasing == "TAA") #if (rp_antialiasing == "TAA")
#if rp_fsr1
path.isProbe ? path.setTarget("buf") : path.setTarget("bufa");
#else
path.isProbe ? path.setTarget(framebuffer) : path.setTarget("bufa"); path.isProbe ? path.setTarget(framebuffer) : path.setTarget("bufa");
#end
#elseif rp_fsr1
path.setTarget("buf");
#else #else
path.setTarget(framebuffer); path.setTarget(framebuffer);
#end #end
@ -1185,7 +1191,11 @@ class RenderPathDeferred {
path.bindTarget("gbuffer2", "sveloc"); path.bindTarget("gbuffer2", "sveloc");
path.drawShader("shader_datas/taa_pass/taa_pass"); path.drawShader("shader_datas/taa_pass/taa_pass");
#if rp_fsr1
path.setTarget("buf");
#else
path.setTarget(framebuffer); path.setTarget(framebuffer);
#end
path.bindTarget("taa", "tex"); path.bindTarget("taa", "tex");
path.drawShader("shader_datas/copy_pass/copy_pass"); path.drawShader("shader_datas/copy_pass/copy_pass");
} }
@ -1197,9 +1207,9 @@ class RenderPathDeferred {
#if rp_fsr1 #if rp_fsr1
{ {
path.setTarget("bufa"); path.setTarget("bufa");
path.bindTarget(framebuffer != "" ? framebuffer : "buf", "tex"); path.bindTarget("buf", "tex");
path.drawShader("shader_datas/fsr1_easu_pass/fsr1_easu_pass"); path.drawShader("shader_datas/fsr1_easu_pass/fsr1_easu_pass");
path.setTarget(framebuffer != "" ? framebuffer : "buf"); path.setTarget(framebuffer);
path.bindTarget("bufa", "tex"); path.bindTarget("bufa", "tex");
path.drawShader("shader_datas/fsr1_rcas_pass/fsr1_rcas_pass"); path.drawShader("shader_datas/fsr1_rcas_pass/fsr1_rcas_pass");
} }