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mmozeikoryanfleury
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bugfix when calculating kernel weights for smaller than 1px blur size
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src/render/d3d11/render_d3d11.cpp

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@@ -1263,8 +1263,8 @@ r_window_submit(OS_Handle window, R_Handle window_equip, R_PassList *passes)
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// zw elements are not used, a bit of waste but it allows for simpler shader code
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uniforms.kernel[(idx+1)/2] = v4f32(w, (F32)idx + t, 0, 0);
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}
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uniforms.kernel[0].x = weights[0];
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}
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uniforms.kernel[0].x = weights[0];
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// technically we need just direction be different
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// but there are 256 bytes of usable space anyway for each constant buffer chunk

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