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MSAA centroid interpolation mode for GL3 and D3D11 to prevent artifacts
this helps mostly to avoid lightmap tile leaks with MSAA
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3 changed files with 7 additions and 6 deletions
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@ -10,6 +10,7 @@ add: r_backend <GL2|GL3|D3D11> (default: D3D11 on Windows, GL3 on Linux) selects
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feature | | | |
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-----------------------|--------|--------|--------------------|
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MSAA | GL 3.0 | always | always |
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MSAA centroid sampling | never | always | always |
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depth sprites | never | always | always |
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alpha to coverage AA | never | always | always |
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dithering | never | always | always |
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@ -38,9 +38,9 @@ struct VIn
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struct VOut
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{
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float4 position : SV_Position;
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float4 color : COLOR0;
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float2 texCoords : TEXCOORD0;
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float2 texCoords2 : TEXCOORD1;
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centroid float4 color : COLOR0;
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centroid float2 texCoords : TEXCOORD0;
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centroid float2 texCoords2 : TEXCOORD1;
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float clipDist : SV_ClipDistance0;
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};
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@ -312,9 +312,9 @@ static const char* generic_fs =
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"#define seed gammaBrightNoiseSeed.w\n"
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"#endif\n"
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"\n"
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"in vec2 texCoords1FS;\n"
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"in vec2 texCoords2FS;\n"
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"in vec4 colorFS;\n"
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"centroid in vec2 texCoords1FS;\n"
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"centroid in vec2 texCoords2FS;\n"
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"centroid in vec4 colorFS;\n"
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"\n"
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"out vec4 fragColor;\n"
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"\n"
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