V38: refine Retail core and halo balance
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@@ -741,17 +741,17 @@ const jfa_prop_src =
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"mov oC0.xy, r8.xy\n" ++
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"mov oC0.zw, c1.xx\n";
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/// V37 RETAIL-FALLOFF: keep the proven V34/V36 JFA and make only the
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/// final alpha profile smoother. Still only two texture reads.
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/// V38 RETAIL-POLISH: keep the proven V34/V36/V37 JFA and refine only
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/// the final alpha profile. Still only two texture reads.
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/// c0 = (screen_width, screen_height, core_radius_px, halo_radius_px).
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const jfa_decode_src =
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"ps_3_0\n" ++
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// c1 = zero, one, halo alpha, -interior threshold
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"def c1, 0.0, 1.0, 0.20, -0.002\n" ++
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"def c1, 0.0, 1.0, 0.17, -0.002\n" ++
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// pale Retail-like yellow-green
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"def c2, 1.0, 0.96, 0.62, 0.0\n" ++
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// core alpha
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"def c3, 0.78, 0.0, 0.0, 0.0\n" ++
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"def c3, 0.84, 0.0, 0.0, 0.0\n" ++
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"dcl_2d s0\n" ++
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"dcl_2d s1\n" ++
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"dcl_texcoord0 v0\n" ++
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@@ -1437,8 +1437,8 @@ fn runJfaPipeline(device: *anyopaque) void {
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if (saved_rt0) |rt| deviceSetRenderTarget(device, 0, rt);
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deviceSetTexture(device, 0, rt_jfa_a_tex);
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deviceSetTexture(device, 1, rt_silhouette_tex);
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// V37: slightly finer core with a longer continuous falloff.
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c0 = [4]f32{ fw, fh, 1.35, 3.20 };
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// V38: slightly stronger 1.5px core with a subtler 3.1px falloff.
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c0 = [4]f32{ fw, fh, 1.50, 3.10 };
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deviceSetPSConstF(device, 0, &c0);
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deviceSetPtr(device, types.VT.SetPixelShader, jfa_decode_ps.?);
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deviceSetRS(device, types.D3DRS.ALPHABLENDENABLE, 1);
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