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The current shader does many memory writes and flops for intensity grading.
We can probably speed this up a lot, at the cost of losing intensity grading, if we just compute a min/max for each X coordinate and flood fill with alpha=1.
The text was updated successfully, but these errors were encountered:
The current shader does many memory writes and flops for intensity grading.
We can probably speed this up a lot, at the cost of losing intensity grading, if we just compute a min/max for each X coordinate and flood fill with alpha=1.
The text was updated successfully, but these errors were encountered: