Tweak AA settings for fast/balanced SMAA

This commit is contained in:
Seth Hillbrand 2021-06-07 09:35:36 -07:00
parent b345d97954
commit 0a31e2d4fd
1 changed files with 6 additions and 5 deletions

View File

@ -294,7 +294,7 @@ void ANTIALIASING_SMAA::loadShaders()
// should be set fairly low, so user color choices do not affect antialiasing // should be set fairly low, so user color choices do not affect antialiasing
// MAX_SEARCH_STEPS: steps of 2px, searched in H/V direction to discover true angle of edges // MAX_SEARCH_STEPS: steps of 2px, searched in H/V direction to discover true angle of edges
// improves AA for lines close H/V but creates fuzzyness at junctions // improves AA for lines close H/V but creates fuzzyness at junctions
// MAX_SEARCH_STEPS_DIAG: steps of 2px, searched in diagonal direction // MAX_SEARCH_STEPS_DIAG: steps of 1px, searched in diagonal direction
// improves lines close to 45deg but turns small circles into octagons // improves lines close to 45deg but turns small circles into octagons
// CORNER_ROUNDING: SMAA can distinguish actual corners from aliasing jaggies, // CORNER_ROUNDING: SMAA can distinguish actual corners from aliasing jaggies,
// we want to preserve those as much as possible // we want to preserve those as much as possible
@ -307,10 +307,10 @@ void ANTIALIASING_SMAA::loadShaders()
{ {
// trades imperfect AA of shallow angles for a near artifact-free reproduction of fine features // trades imperfect AA of shallow angles for a near artifact-free reproduction of fine features
// jaggies are smoothed over max 5px (original step + 2px in both directions) // jaggies are smoothed over max 5px (original step + 2px in both directions)
quality_string = "#define SMAA_THRESHOLD 0.05\n" quality_string = "#define SMAA_THRESHOLD 0.1\n"
"#define SMAA_MAX_SEARCH_STEPS 1\n" "#define SMAA_MAX_SEARCH_STEPS 1\n"
"#define SMAA_MAX_SEARCH_STEPS_DIAG 2\n" "#define SMAA_MAX_SEARCH_STEPS_DIAG 2\n"
"#define SMAA_CORNER_ROUNDING 0\n"; "#define SMAA_DISABLE_CORNER_DETECTION\n";
edge_detect_shader = BUILTIN_SHADERS::smaa_pass_1_fragment_shader_luma; edge_detect_shader = BUILTIN_SHADERS::smaa_pass_1_fragment_shader_luma;
} }
else else
@ -318,8 +318,9 @@ void ANTIALIASING_SMAA::loadShaders()
// jaggies are smoothed over max 17px (original step + 8px in both directions) // jaggies are smoothed over max 17px (original step + 8px in both directions)
quality_string = "#define SMAA_THRESHOLD 0.05\n" quality_string = "#define SMAA_THRESHOLD 0.05\n"
"#define SMAA_MAX_SEARCH_STEPS 4\n" "#define SMAA_MAX_SEARCH_STEPS 4\n"
"#define SMAA_MAX_SEARCH_STEPS_DIAG 2\n" "#define SMAA_MAX_SEARCH_STEPS_DIAG 4\n"
"#define SMAA_CORNER_ROUNDING 0\n"; "#define SMAA_LOCAL_CONTRAST_ADAPTATION_FACTOR 1.5\n"
"#define SMAA_CORNER_ROUNDING 10\n";
edge_detect_shader = BUILTIN_SHADERS::smaa_pass_1_fragment_shader_color; edge_detect_shader = BUILTIN_SHADERS::smaa_pass_1_fragment_shader_color;
} }