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Update #7 - FXAA Improvements
aye look at those eagler patch file changes, you can finally see what I actually did
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@ -110,7 +110,7 @@ uniform vec2 u_screenSize2f;
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GREEN AS LUMA OPTION SUPPORT FUNCTION
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============================================================================*/
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#if (FXAA_GREEN_AS_LUMA == 0)
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FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return dot(rgba.xyz, vec3(0.299, 0.587, 0.114)); }
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FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return dot(rgba.xyz * rgba.xyz, vec3(0.299, 0.587, 0.114)); }
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#else
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FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.y; }
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#endif
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@ -277,22 +277,24 @@ FxaaFloat4 FxaaPixelShader(
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}
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/*==========================================================================*/
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#define edgeSharpness 4.0
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#define edgeThreshold 0.125
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#define edgeSharpness 3.0
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#define edgeThreshold 0.15
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#define edgeThresholdMin 0.05
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void main(){
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vec2 screenSize05 = 0.5 * u_screenSize2f;
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vec4 posPos;
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posPos.xy = v_position2f - (0.5 * u_screenSize2f);
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posPos.zw = v_position2f + (0.5 * u_screenSize2f);
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posPos.xy = v_position2f - screenSize05;
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posPos.zw = v_position2f + screenSize05;
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vec4 rcpFrameOpt;
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rcpFrameOpt.xy = vec2(-0.50, -0.50) * u_screenSize2f;
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rcpFrameOpt.zw = vec2( 0.50, 0.50) * u_screenSize2f;
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rcpFrameOpt.xy = -screenSize05;
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rcpFrameOpt.zw = screenSize05;
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vec4 rcpFrameOpt2;
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rcpFrameOpt2.xy = vec2(-2.0, -2.0) * u_screenSize2f;
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rcpFrameOpt2.zw = vec2( 2.0, 2.0) * u_screenSize2f;
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rcpFrameOpt2.zw = -rcpFrameOpt2.xy;
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output4f = vec4(FxaaPixelShader(v_position2f, posPos, u_screenTexture, rcpFrameOpt, rcpFrameOpt2, edgeSharpness, edgeThreshold, edgeThresholdMin).rgb, 1.0);
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output4f = vec4(FxaaPixelShader(v_position2f + screenSize05, posPos, u_screenTexture, rcpFrameOpt, rcpFrameOpt2, edgeSharpness, edgeThreshold, edgeThresholdMin).rgb, 1.0);
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}
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