End goal of this is to be an anisotropic filtering purely on the GPU without any actual mipmaps in the graphics subsystem. The basic idea behind it is that we can create all possible mipmaps in a twice as big texture as the original and then can efficiently render it no matter the GPU features as it will only consume one sampler.
The texture that it outputs will have both horizontal, vertical and full mipmaps in it. Horizontal mipmaps reduce Width, Vertical mipmaps reduce Height and full mipmaps reduce both. This means that LoD levels are both possible in the X and Y direction, allowing for much greater precision mipmapping on all GPUs.
This is a temporary solution until we can directly copy updated textures to a mipmap level.
This option allows applying the blur to other color formats such as YUV. Bilateral Blur benefits the most from this, resulting in smoother images at lower kernel sizes.
* Added a 'Bilateral' de-noising blur, currently very resource hungry. It also has two extra sliders called 'Smoothing' and 'Sharpness', the former controls how smooth the output is
* Updated effect loading to be global instead of per instance.
* Changed default blur size to 5px.
* Simplified render loop (see previous effect commit).
An unknown issue with the OBS effect parser causes it to generate nothing when more than two techniques are in the same file. This works around the issue, but doesn't actually fix it.
This is not very optimized at the moment and will take quite a bit of GPU time. Will have to spend some time later to optimize it and perhaps add directional blur ("Motion Blur" to it).
* Fixed the perspective mesh not filling the entire frame with the default settings.
* Changed the maximum range of 'Field of View' to 179 degrees instead of 180 degrees.
* Changed the direction the perspective camera looks at to +Z instead of -Z. This should feel more natural for users of other 3D programs.
* Changed the 'Position (Z)' default to 0.
* Added translation strings for 'Field Of View', 'Position', 'Scale' and 'Rotation'.