gonetz / GLideN64

A new generation, open-source graphics plugin for N64 emulators.
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FXAA using pixel coverage for edge detection? #2606

Open TorutheRedFox opened 2 years ago

TorutheRedFox commented 2 years ago

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.

Xii-Nyth commented 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.

https://github.com/gonetz/GLideN64/issues/2673

TorutheRedFox commented 2 years ago

AA within a texture is generally undesirable (and is why MLAA has dedicated passes and parameters to avoid it)