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Fix and improve FXAA #1924
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Fix and improve FXAA #1924
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renderer: make r_FXAA a new-style cvar
illwieckz 28d3caf
glsl: move FXAA control knobs to fxaa_fp
illwieckz f74f2ba
tr_backend: run FXAA after the camera shader (after tone mapping and …
illwieckz f9430e1
renderer: implement luma-based FXAA
illwieckz 03fae56
renderer: add r_showFXAA
illwieckz e5ac885
tr_backend: fix FXAA sampling by using GL_LINEAR on currentRender
illwieckz 2e7885b
renderer: rename r_msaa as r_MSAA
illwieckz ba7da64
renderer: disable FXAA when MSAA is enabled (prefer MSAA)
illwieckz 901e9ee
renderer: make FXAA configurable with cvars
illwieckz aab6ca8
tr_init: reduce r_FXAAEdgeThreshold to 0.250
illwieckz 929f590
renderer: rename r_ssao as r_SSAO
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Please remove commits renaming unrelated cvars
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Too much painful to do. MSAA is renamed first so following FXAA commits are done right from the start. Reverting that rename means splitting that FXAA work into 3 pull requests, not counting all the rebases, just to avoid commits being right from the start.
The SSAO one is more controversial and since it comes last it can be easily delayed. But this PR has a companion on game side, and it's really much easier to do all of them at once on game side as well, yet again to avoid splitting the PRs into many just for obvious similar single line changes.
This keeps the merge constrained into one PR on engine side and one PR on game side. Those renames are very obvious.
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Each changes are done in their nice own commits. Once merged no one will care.
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I mean, I wouldn't rename them at all, rather than making more PRs. Anyway gamelogic-side PRs are not necessary since cvars are case-insensitive.