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- Add currentDrawBufferResolution method in WindowWrapper
- Base renderer resolution on draw buffer resolution instead of window res - Obtain number of aa samples from config file, instead of hard coding to eight samples
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@@ -31,7 +31,7 @@
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layout (location = 0) out vec4 finalColor;
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uniform float blackoutFactor;
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uniform int nAaSamples;
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void sortFragments(uint nFrags) {
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ABufferFragment tmp;
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@@ -95,7 +95,7 @@ void main() {
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uint nSamples = countSamples(accumulatedMask);
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color = _color_(fragments[i]); // TODO: Possibly weigh all samples together?
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color.a *= float(nSamples) * 0.125;
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color.a *= float(nSamples) / float(nAaSamples);
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finalColor = blend(finalColor, color);
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}
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