forked from jaildesigner-jailgames/jaildoctors_dilemma
imlementant supersampling
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@@ -463,7 +463,10 @@ auto loadData(const std::string& filepath) -> std::vector<uint8_t> {
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void Screen::applyCurrentPostFXPreset() {
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if (shader_backend_ && !Options::postfx_presets.empty()) {
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const auto& p = Options::postfx_presets[static_cast<size_t>(Options::current_postfx_preset)];
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Rendering::PostFXParams params{.vignette = p.vignette, .scanlines = p.scanlines, .chroma = p.chroma, .mask = p.mask, .gamma = p.gamma, .curvature = p.curvature, .bleeding = p.bleeding};
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// setOversample primero: puede recrear texturas y debe conocer el factor
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// antes de que setPostFXParams decida si hornear scanlines en CPU o GPU.
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shader_backend_->setOversample(p.supersampling ? 3 : 1);
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Rendering::PostFXParams params{.vignette = p.vignette, .scanlines = p.scanlines, .chroma = p.chroma, .mask = p.mask, .gamma = p.gamma, .curvature = p.curvature, .bleeding = p.bleeding, .supersampling = p.supersampling};
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shader_backend_->setPostFXParams(params);
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}
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}
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