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[MK8] FXAA rebalance, less smear
0.166 -> 0.5 local contrast threshold. Areas i shadows get no/less AA, but in return, most texture detail is still there. High contrast edges will still be processed.
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@ -15,15 +15,15 @@ layout(location = 0) out vec4 colorOut0;
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/*-----------------------------settings-------------------------------------*/
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/*-----------------------------settings-------------------------------------*/
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#define Subpix 0.75 //[0.000 to 1.000] Choose the amount of sub-pixel aliasing removal.
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#define Subpix 0.75 //[0.000 to 1.000] Choose the amount of sub-pixel aliasing removal.
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#define EdgeThreshold 0.166 //[0.000 to 1.000] Edge detection threshold. The minimum amount of local contrast required to apply algorithm.
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#define EdgeThreshold 0.5 //[0.000 to 1.000] Edge detection threshold. The minimum amount of local contrast required to apply algorithm.
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#define EdgeThresholdMin 0.0312 //[0.000 to 1.000] Darkness threshold. Trims the algorithm from processing darks.
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#define EdgeThresholdMin 0.02 //[0.000 to 1.000] Darkness threshold. Trims the algorithm from processing darks.
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/*--------------------------------------------------------------------------*/
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/*--------------------------------------------------------------------------*/
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#define FXAA_PC 1
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#define FXAA_PC 1
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#define FXAA_GLSL_130 1
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#define FXAA_GLSL_130 1
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#define FXAA_QUALITY_PRESET 14
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#define FXAA_QUALITY_PRESET 23
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//->29 - 39
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#define FXAA_GREEN_AS_LUMA 1
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#define FXAA_GREEN_AS_LUMA 1
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#define FXAA_DISCARD 0
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#define FXAA_DISCARD 0
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#define FXAA_GATHER4_ALPHA 0 // Needs #extension GL_ARB_gpu_shader5 : enable
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#define FXAA_GATHER4_ALPHA 0 // Needs #extension GL_ARB_gpu_shader5 : enable
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