K. S. Ernest (iFire) Lee
K. S. Ernest (iFire) Lee
We need to add that setting into the godot blend importer. I will be away next week so others may be able to review pull requests.
Typically we use the old value by default on existing files and use the new value on new files via a property
https://github.com/AmplifyCreations/FXAA This website has a copyright notice for FXAA.
There is also https://stackoverflow.com/a/40107522/381724
A clear response would be for us to remove FXAA? I could try asking Nvidia what license it is and they can make a redeclaration? And this is a gist......
I can say that https://github.com/EpicGames/UnrealEngine/blob/release/Engine/Shaders/Private/Fxaa3_11.ush might be the source of the gist, but it's not public. So it's not helpful.
I might be satisfied with https://github.com/hghdev/NVIDIAGameWorks-GraphicsSamples/blob/master/samples/es3-kepler/FXAA/FXAA3_11.h 1. it is from a nvidia employee 2. doesn't seem tampered https://github.com/hghdev/NVIDIAGameWorks-GraphicsSamples/commit/61350521f6b183d9f694f5c72c11efcf1a0cc665.patch ``` From 61350521f6b183d9f694f5c72c11efcf1a0cc665 Mon Sep 17 00:00:00 2001 From: Lars Bishop Date:...
I didn't see that in these files: FXAA.cpp FXAA.h FXAA3_11.h
It says for Redistribution and use in source and binary forms are permitted. ``` // Redistribution and use in source and binary forms, with or without // modification, are permitted...
Webm / Webm lossless is smaller, and we can play with the resolution.