@@ -25,14 +25,14 @@ vec2 weightY(float dx, float dy, float c, float data)
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#endif
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{
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#if defined(UseEdgeDirection)
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- float std = data.x;
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+ float stdDeviation = data.x;
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vec2 dir = data.yz;
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float edgeDis = ((dx* dir.y)+ (dy* dir.x));
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- float x = (((dx* dx)+ (dy* dy))+ ((edgeDis* edgeDis)* ((clamp (((c* c)* std ),0.0 ,1.0 )* 0.7 )+-1.0 )));
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+ float x = (((dx* dx)+ (dy* dy))+ ((edgeDis* edgeDis)* ((clamp (((c* c)* stdDeviation ),0.0 ,1.0 )* 0.7 )+-1.0 )));
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#else
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- float std = data;
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- float x = ((dx* dx)+ (dy* dy))* 0.55 + clamp (abs (c)* std , 0.0 , 1.0 );
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+ float stdDeviation = data;
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+ float x = ((dx* dx)+ (dy* dy))* 0.55 + clamp (abs (c)* stdDeviation , 0.0 , 1.0 );
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#endif
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float w = fastLanczos2(x);
@@ -92,8 +92,8 @@ vec4 sgsr(mediump sampler2D ps0, highp vec2 in_TEXCOORD0, highp vec4 ViewportInf
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#if defined(UseEdgeDirection)
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float sumMean = 1.014185e+01 / sum;
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- float std = (sumMean * sumMean);
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- vec3 data = vec3 (std , edgeDirection(left, right));
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+ float stdDeviation = (sumMean * sumMean);
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+ vec3 data = vec3 (stdDeviation , edgeDirection(left, right));
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#else
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// taken from sgsr sample
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float data = 2.181818 / sum;
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