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Add support for contrast-adaptive sharpening in 3D (GLES3 only)
This is an older, easier to implement variant of CAS as a pure fragment shader. It doesn't support upscaling, but we won't make use of it (at least for now). The sharpening intensity can be adjusted on a per-Viewport basis. For the root viewport, it can be adjusted in the Project Settings. Since `textureLodOffset()` isn't available in GLES2, there is no way to support contrast-adaptive sharpening in GLES2.
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@@ -2062,6 +2062,9 @@ SceneTree::SceneTree() {
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const bool use_debanding = GLOBAL_DEF("rendering/quality/filters/use_debanding", false);
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root->set_use_debanding(use_debanding);
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const float sharpen_intensity = GLOBAL_GET("rendering/quality/filters/sharpen_intensity");
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root->set_sharpen_intensity(sharpen_intensity);
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GLOBAL_DEF_RST("rendering/quality/depth/hdr", true);
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GLOBAL_DEF("rendering/quality/depth/hdr.mobile", false);
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