Improved point cloud eye dome lighting at varying resolutions #8257
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For #8113
Point cloud eye dome lighting works by comparing a pixel's depth with neighbor depth values to create a silhouette. Currently the depth texture uses nearest filtering which is a problem when the EDL radius is less than 1, because it will only sample depths within the center pixel. This is a problem with smaller pixel ratios.
I switched it to linear sampling which introduces a small border between point clouds and the background. For example, the gray lines in #8216 become black. This is a pretty uncommon setup, as explained in the issue.
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Old 1.0x res
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