Added FXAA filter to the core thanks to phate666 for its implementation
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@7992 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
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engine/src/core-data/Common/MatDefs/Post/FXAA.frag
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engine/src/core-data/Common/MatDefs/Post/FXAA.frag
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#extension GL_EXT_gpu_shader4 : enable
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uniform sampler2D m_Texture;
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uniform vec2 g_Resolution;
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varying vec2 texCoord;
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uniform float m_VxOffset;
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uniform float m_SpanMax;
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uniform float m_ReduceMul;
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varying vec4 posPos;
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#define FxaaInt2 ivec2
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#define FxaaFloat2 vec2
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#define FxaaTexLod0(t, p) texture2DLod(t, p, 0.0)
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#define FxaaTexOff(t, p, o, r) texture2DLodOffset(t, p, 0.0, o)
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vec3 FxaaPixelShader(
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vec4 posPos, // Output of FxaaVertexShader interpolated across screen.
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sampler2D tex, // Input texture.
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vec2 rcpFrame) // Constant {1.0/frameWidth, 1.0/frameHeight}.
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{
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/*---------------------------------------------------------*/
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#define FXAA_REDUCE_MIN (1.0/128.0)
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//#define FXAA_REDUCE_MUL (1.0/8.0)
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//#define FXAA_SPAN_MAX 8.0
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/*---------------------------------------------------------*/
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vec3 rgbNW = FxaaTexLod0(tex, posPos.zw).xyz;
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vec3 rgbNE = FxaaTexOff(tex, posPos.zw, FxaaInt2(1,0), rcpFrame.xy).xyz;
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vec3 rgbSW = FxaaTexOff(tex, posPos.zw, FxaaInt2(0,1), rcpFrame.xy).xyz;
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vec3 rgbSE = FxaaTexOff(tex, posPos.zw, FxaaInt2(1,1), rcpFrame.xy).xyz;
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vec3 rgbM = FxaaTexLod0(tex, posPos.xy).xyz;
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/*---------------------------------------------------------*/
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vec3 luma = vec3(0.299, 0.587, 0.114);
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float lumaNW = dot(rgbNW, luma);
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float lumaNE = dot(rgbNE, luma);
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float lumaSW = dot(rgbSW, luma);
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float lumaSE = dot(rgbSE, luma);
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float lumaM = dot(rgbM, luma);
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/*---------------------------------------------------------*/
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float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));
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float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));
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/*---------------------------------------------------------*/
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vec2 dir;
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dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));
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dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));
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/*---------------------------------------------------------*/
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float dirReduce = max(
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(lumaNW + lumaNE + lumaSW + lumaSE) * (0.25 * m_ReduceMul),
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FXAA_REDUCE_MIN);
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float rcpDirMin = 1.0/(min(abs(dir.x), abs(dir.y)) + dirReduce);
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dir = min(FxaaFloat2( m_SpanMax, m_SpanMax),
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max(FxaaFloat2(-m_SpanMax, -m_SpanMax),
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dir * rcpDirMin)) * rcpFrame.xy;
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/*--------------------------------------------------------*/
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vec3 rgbA = (1.0/2.0) * (
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FxaaTexLod0(tex, posPos.xy + dir * (1.0/3.0 - 0.5)).xyz +
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FxaaTexLod0(tex, posPos.xy + dir * (2.0/3.0 - 0.5)).xyz);
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vec3 rgbB = rgbA * (1.0/2.0) + (1.0/4.0) * (
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FxaaTexLod0(tex, posPos.xy + dir * (0.0/3.0 - 0.5)).xyz +
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FxaaTexLod0(tex, posPos.xy + dir * (3.0/3.0 - 0.5)).xyz);
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float lumaB = dot(rgbB, luma);
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if((lumaB < lumaMin) || (lumaB > lumaMax)) return rgbA;
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return rgbB; }
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vec4 PostFX(sampler2D tex, vec2 uv, float time)
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{
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vec4 c = vec4(0.0);
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vec2 rcpFrame = vec2(1.0/g_Resolution.x, 1.0/g_Resolution.y);
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c.rgb = FxaaPixelShader(posPos, tex, rcpFrame);
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//c.rgb = 1.0 - texture2D(tex, posPos.xy).rgb;
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c.a = 1.0;
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return c;
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}
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void main()
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{
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vec2 uv = texCoord.st;
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gl_FragColor = PostFX(m_Texture, uv, 0.0);
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}
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engine/src/core-data/Common/MatDefs/Post/FXAA.j3md
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engine/src/core-data/Common/MatDefs/Post/FXAA.j3md
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MaterialDef FXAA {
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MaterialParameters {
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Int NumSamples
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Texture2D Texture
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Float SubPixelShif
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Float VxOffset
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Float SpanMax
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Float ReduceMul
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}
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Technique {
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VertexShader GLSL100: Common/MatDefs/Post/FXAA.vert
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FragmentShader GLSL120: Common/MatDefs/Post/FXAA.frag
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WorldParameters {
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WorldViewProjectionMatrix
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Resolution
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}
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}
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Technique FixedFunc {
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}
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}
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engine/src/core-data/Common/MatDefs/Post/FXAA.vert
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engine/src/core-data/Common/MatDefs/Post/FXAA.vert
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uniform mat4 g_WorldViewProjectionMatrix;
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uniform vec2 g_Resolution;
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attribute vec4 inPosition;
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attribute vec2 inTexCoord;
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varying vec2 texCoord;
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uniform float m_SubPixelShif;
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varying vec4 posPos;
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void main() {
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gl_Position = inPosition * 2.0 - 1.0; //vec4(pos, 0.0, 1.0);
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texCoord = inTexCoord;
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vec2 rcpFrame = vec2(1.0/g_Resolution.x, 1.0/g_Resolution.y);
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posPos.xy = inTexCoord.xy;
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posPos.zw = inTexCoord.xy -
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(rcpFrame * (0.5 + m_SubPixelShif));
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}
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engine/src/desktop-fx/com/jme3/post/filters/FXAAFilter.java
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engine/src/desktop-fx/com/jme3/post/filters/FXAAFilter.java
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package com.jme3.post.filters;
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import com.jme3.asset.AssetManager;
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import com.jme3.material.Material;
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import com.jme3.post.Filter;
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import com.jme3.renderer.RenderManager;
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import com.jme3.renderer.ViewPort;
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/**
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* <a href="http://www.geeks3d.com/20110405/fxaa-fast-approximate-anti-aliasing-demo-glsl-opengl-test-radeon-geforce/3/" rel="nofollow">http://www.geeks3d.com/20110405/fxaa-fast-approximate-anti-aliasing-demo-glsl-<span class="domtooltips" title="OpenGL (Open Graphics Library) is a standard specification defining a cross-language, cross-platform API for writing applications that produce 2D and 3D computer graphics." id="domtooltipsspan11">opengl</span>-test-radeon-geforce/3/</a>
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* <a href="http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf" rel="nofollow">http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf</a>
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*
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* @author Phate666 (adapted to jme3)
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*
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*/
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public class FXAAFilter extends Filter {
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private float subPixelShif = 1.0f / 4.0f;
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private float vxOffset = 0.0f;
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private float spanMax = 8.0f;
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private float reduceMul = 1.0f / 8.0f;
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public FXAAFilter() {
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super("FXAAFilter");
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}
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@Override
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protected void initFilter(AssetManager manager,
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RenderManager renderManager, ViewPort vp, int w, int h) {
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material = new Material(manager, "Common/MatDefs/Post/FXAA.j3md");
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material.setFloat("SubPixelShif", subPixelShif);
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material.setFloat("VxOffset", vxOffset);
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material.setFloat("SpanMax", spanMax);
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material.setFloat("ReduceMul", reduceMul);
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}
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@Override
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protected Material getMaterial() {
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return material;
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}
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public void setSpanMax(float spanMax) {
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this.spanMax = spanMax;
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if (material != null) {
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material.setFloat("SpanMax", this.spanMax);
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}
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}
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/**
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* set to 0.0f for higher quality
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*
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* @param subPixelShift
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*/
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public void setSubPixelShift(float subPixelShift) {
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subPixelShif = subPixelShift;
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if (material != null) {
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material.setFloat("SubPixelShif", subPixelShif);
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}
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}
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/**
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* set to 0.0f for higher quality
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*
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* @param reduceMul
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*/
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public void setReduceMul(float reduceMul) {
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this.reduceMul = reduceMul;
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if (material != null) {
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material.setFloat("ReduceMul", this.reduceMul);
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}
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}
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public void setVxOffset(float vxOffset) {
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this.vxOffset = vxOffset;
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if (material != null) {
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material.setFloat("VxOffset", this.vxOffset);
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}
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}
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public float getReduceMul() {
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return reduceMul;
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}
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public float getSpanMax() {
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return spanMax;
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}
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public float getSubPixelShif() {
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return subPixelShif;
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}
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public float getVxOffset() {
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return vxOffset;
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}
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}
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