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godot-super-scaling's Issues

VR Support

this assets supports VR ? i tried to use with vr ambience but they render totally broken, without VR my setup work's correctly. is there a special config to work with VR ?

Godot 4.0 Support

I'd like to use this in a Godot 4.0 project and I think I see how you'd go about upgrading it to work. It looks like the only incompatibility is with the exports and setter/getter syntax. However, I'm still pretty new to the engine so I'm not sure if the shader is going to implode or something if I fix the script, and also I think they changed some stuff about how viewports work. Fixing that would probably be beyond me, plus I'm not sure if this library will do exactly what I want in the first place... I'm looking for a method of getting decent antialiased pixel art upscaling to non-integer screen resolutions for a 2D game.

  1. Do you think the shader is still compatible with the new Vulkan backend? I saw a few of these warnings in the editor, but no errors.
    image
  2. Would you rather just do the porting yourself, or would you accept a PR from me if I fixed the script?
  3. Can this library actually do what I'm looking for? It looks to me like it should be able to, but I'm not certain.

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