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Add antialiasing filters (FXAA, SSAA) (#13253)
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10 changed files with 230 additions and 17 deletions
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@ -387,7 +387,8 @@ class GameGlobalShaderConstantSetter : public IShaderConstantSetter
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CachedPixelShaderSetting<SamplerLayer_t> m_texture1;
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CachedPixelShaderSetting<SamplerLayer_t> m_texture2;
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CachedPixelShaderSetting<SamplerLayer_t> m_texture3;
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CachedPixelShaderSetting<float, 2> m_texel_size0;
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CachedVertexShaderSetting<float, 2> m_texel_size0_vertex;
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CachedPixelShaderSetting<float, 2> m_texel_size0_pixel;
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std::array<float, 2> m_texel_size0_values;
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CachedStructPixelShaderSetting<float, 7> m_exposure_params_pixel;
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float m_user_exposure_compensation;
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@ -445,7 +446,8 @@ public:
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m_texture1("texture1"),
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m_texture2("texture2"),
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m_texture3("texture3"),
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m_texel_size0("texelSize0"),
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m_texel_size0_vertex("texelSize0"),
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m_texel_size0_pixel("texelSize0"),
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m_exposure_params_pixel("exposureParams",
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std::array<const char*, 7> {
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"luminanceMin", "luminanceMax", "exposureCorrection",
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@ -547,7 +549,8 @@ public:
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tex_id = 3;
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m_texture3.set(&tex_id, services);
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m_texel_size0.set(m_texel_size0_values.data(), services);
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m_texel_size0_vertex.set(m_texel_size0_values.data(), services);
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m_texel_size0_pixel.set(m_texel_size0_values.data(), services);
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const AutoExposure &exposure_params = m_client->getEnv().getLocalPlayer()->getLighting().exposure;
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std::array<float, 7> exposure_buffer = {
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