Update #11 - Fixed another severe lapse in judgement with FXAA

quality is now comparable to MSAA4, but provides antialiasing to pixels on upscaled textures as well which is not possible with conventional MSAA
This commit is contained in:
LAX1DUDE 2023-01-05 22:08:25 -08:00
parent 1fa34b5480
commit 8fcb476f64
4 changed files with 14 additions and 10 deletions

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@ -1 +1 @@
u10
u11

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@ -11,4 +11,12 @@
~ protected void actionPerformed(GuiButton parGuiButton) {
> CHANGE 27 : 32 @ 27 : 28
~ /*
~ * TODO: I changed this to getUnformattedText() from getFormattedText() because
~ * the latter was returning a pink formatting code at the end for no reason
~ */
~ return playerModelParts.func_179326_d().getUnformattedText() + ": " + s;
> EOF

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@ -8,7 +8,7 @@ public class EaglercraftVersion {
/// Customize these to fit your fork:
public static final String projectForkName = "EaglercraftX";
public static final String projectForkVersion = "u10";
public static final String projectForkVersion = "u11";
public static final String projectForkVendor = "lax1dude";
public static final String projectForkURL = "https://gitlab.com/lax1dude/eaglercraftx-1.8";
@ -23,7 +23,7 @@ public class EaglercraftVersion {
public static final String projectOriginName = "EaglercraftX";
public static final String projectOriginAuthor = "lax1dude";
public static final String projectOriginRevision = "1.8";
public static final String projectOriginVersion = "u10";
public static final String projectOriginVersion = "u11";
public static final String projectOriginURL = "https://gitlab.com/lax1dude/eaglercraftx-1.8";

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@ -283,16 +283,12 @@ void main(){
vec2 screenSize05 = 0.5 * u_screenSize2f;
vec4 posPos;
posPos.xy = v_position2f - screenSize05;
posPos.zw = v_position2f + screenSize05;
posPos.xy = v_position2f;
posPos.zw = v_position2f + u_screenSize2f;
vec4 rcpFrameOpt;
rcpFrameOpt.xy = -screenSize05;
rcpFrameOpt.zw = screenSize05;
vec4 rcpFrameOpt2;
rcpFrameOpt2.xy = -2.0 * u_screenSize2f;
rcpFrameOpt2.zw = -rcpFrameOpt2.xy;
output4f = vec4(FxaaPixelShader(v_position2f + screenSize05, posPos, u_screenTexture, rcpFrameOpt, rcpFrameOpt2, edgeSharpness, edgeThreshold, edgeThresholdMin).rgb, 1.0);
output4f = vec4(FxaaPixelShader(v_position2f + screenSize05, posPos, u_screenTexture, rcpFrameOpt, rcpFrameOpt * 4.0, edgeSharpness, edgeThreshold, edgeThresholdMin).rgb, 1.0);
}