XaskeL Posted October 22, 2019 Posted October 22, 2019 Has anyone ported anti-aliasing in mta SMAA? I integrated FXAA a few minutes ago and set it to a high preset, but I’m not very happy with the result. For example, you cannot integrate GBAA, because it uses special semantics for DX10 which can hardly be replaced with something like a VERTEX ID. Why am I interested in porting SMAA? because for now I myself have no idea how to port it, because it is not clear how to generate the necessary input parameters. Smoothing is important for some shaders.
Kenix Posted October 22, 2019 Posted October 22, 2019 (edited) @XaskeL Try https://github.com/crosire/reshade-shaders/blob/master/Shaders/SMAA.fx https://github.com/crosire/reshade-shaders/blob/master/Shaders/SMAA.fxh Also https://github.com/iryoku/smaa/blob/master/Demo/DX9/Shaders/SMAA.fx https://github.com/MikuMikuShaders/SMAA/blob/master/SMAA.fx https://github.com/ze413X/AA-FXAA-SMAA/tree/master/Application/Assets/Shaders Edited October 22, 2019 by Kenix 1
XaskeL Posted October 23, 2019 Author Posted October 23, 2019 (edited) 1 hour ago, Kenix said: @XaskeL Try https://github.com/crosire/reshade-shaders/blob/master/Shaders/SMAA.fx https://github.com/crosire/reshade-shaders/blob/master/Shaders/SMAA.fxh Also https://github.com/iryoku/smaa/blob/master/Demo/DX9/Shaders/SMAA.fx https://github.com/MikuMikuShaders/SMAA/blob/master/SMAA.fx https://github.com/ze413X/AA-FXAA-SMAA/tree/master/Application/Assets/Shaders Thanks for the MMD. I have so far migrated SMAA Edge Detection. It is much easier to understand. I think it will be ready soon! SMAA Edge Detection: Edited October 23, 2019 by XaskeL
XaskeL Posted October 23, 2019 Author Posted October 23, 2019 Not sure if I ported it correctly. But I will understand a little later. Thanks @Kenix
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