Open TorutheRedFox opened 2 years ago
Yes that would be great, only flaw is it cant apply aa withing a texture and only at edges, which certain methods which use depth buffer information can do already, but many games don't have full depth buffer information.
Perhaps I can use a custom model to create an edges where I have lines which are being aliased though 🤔 would take a lot of effort however.
AA within a texture is generally undesirable (and is why MLAA has dedicated passes and parameters to avoid it)
Since edge detection is now emulated, it can be used to provide edge data to the FXAA shader, which, with a few tweaks can provide a decent emulation of the N64's VI filter.