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gamma_y = (pow(y*0.5+0.5,1.5)-0.355)*3gamma_n = pow(n,1.2)*float3(-1,sign(n.y),1)*1.1
gamma_n = normalize(pow(n,0.25)*float3(-1,sign(n.y)*0.4,-1))*1.5; Out.col.rgb-=0.25
For the record, I've now published this new dimension the do_aa extension(s). I'm only penning this addendum to say I eventually saw the value in having the effect applied in the distance (mipmap) and so changed course to a anisotropy based filter, only to find that the X and Y dimensions seemed to be linked in a way that merely canceling the effect for anisotropic surfaces was inadequate, so that the X and Y had to be independent and that maybe anisotropy is inherently ambiguous if the UV map is running in the opposite direction...So I ended up trying to reformulate in many ways until after about 5 attempts, I tried the simplest way, and realized that I'd done the wrong thing in the very beginning in fusing the derivatives to create an X, Y area, and the key to independence was to treat them separately, and after this anisotropic filtered samples no longer degraded, so the whole problem of canceling the effect disappeared.What I find funny is of all of the several attempts I made, they all did a good job of antialiasing, but they had undesirable edge cases. So, there was a kind of "local minima" at every turn where things basically worked, which was very misleading, so I'm very glad I was forced to stick with it. If there had been one of the solutions that worked acceptably I would have likely have settled on it and never discovered the original flaw.
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