Play around with upscaling pixel filtering
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@@ -49,6 +49,7 @@ data Config = Config
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{ _volume_master :: Float
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, _volume_sound :: Float
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, _volume_music :: Float
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, _gr_upscale_filter :: Bool
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, _gr_cloud_shadows :: Bool
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, _gr_distortions :: Bool
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, _gr_bloom :: Bool
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@@ -152,6 +153,7 @@ defaultConfig =
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{ _volume_master = 1
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, _volume_sound = 1
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, _volume_music = 0
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, _gr_upscale_filter = True
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, _gr_cloud_shadows = True
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, _gr_bloom = True
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, _gr_shadow_rendering = GeoObjShads
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@@ -189,6 +189,7 @@ graphicsMenuOptions :: [MenuOption]
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graphicsMenuOptions =
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[ enumOption gr_world_res "World resolution" (uvIOEffects .~ updatePreload)
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, enumOption gr_downsize_res "Downsize resolution" (uvIOEffects .~ updatePreload)
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, boolOption gr_upscale_filter "UPSCALE FILTER"
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, enumOption gr_shadow_rendering "SHADOW RENDERING" id
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, enumOption gr_shadows_on_clouds "SHADOW DETAIL ON CLOUDS" id
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, enumOption gr_shadow_size "SHADOW DETAIL" id
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+4
-2
@@ -368,8 +368,10 @@ doDrawing' win pdata u = do
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[] -> do
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glBindTextureUnit 0 $ pdata ^. fboBase . _2 . _1 . unTO
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glBindFramebuffer GL_FRAMEBUFFER 0
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glUseProgram (pdata ^. textureAntiaShader)
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glUniform2f 0 (windowXFloat cfig) (windowYFloat cfig)
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if (cfig ^. gr_upscale_filter) then do
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glUseProgram (pdata ^. textureAntiaShader)
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glUniform2f 0 (windowXFloat cfig) (windowYFloat cfig)
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else glUseProgram (pdata ^. fullscreenShader)
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--glDrawArrays GL_TRIANGLES 0 6
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glDrawArrays GL_TRIANGLES 0 3
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rs' -> do
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