- Fixed an invalid color buffer format being specified, causing fallback to 8-bit RGBA
- 16-bit RGBA is now used
- Ensured rounding is consistent across OpenGL implementations
- This was missed while porting from HLSL to GLSL, since the HLSL
round
always rounds midpoints towards even integers while the GLSLround
has implementation-dependant behavior. GLSLroundEven
is now used instead
- This was missed while porting from HLSL to GLSL, since the HLSL
- Exchanged Chebyshev distance for redmean color difference in edge detection, to more closely match human perception
- Micro-optimized blending weight calculation
- Converted LUTs to raw textures to enable smaller color formats on the GPU