Constants
Active when
SMAA_PRESET_LOW
Active when
!SMAA_PRESET_LOW
Active when
!SMAA_PRESET_LOW
Active when
!SMAA_PRESET_LOW
Active when
!SMAA_PRESET_LOW
Active when
SMAA_PRESET_LOW
Active when
!SMAA_PRESET_LOW
Active when
!SMAA_PRESET_LOW
Active when
!SMAA_PRESET_LOW
Active when
!SMAA_PRESET_LOW
Active when
!SMAA_DISABLE_CORNER_DETECTION
Bindings
Active when
SMAA_EDGE_DETECTION
Active when
SMAA_BLENDING_WEIGHT_CALCULATION
Active when
SMAA_BLENDING_WEIGHT_CALCULATION
Active when
SMAA_BLENDING_WEIGHT_CALCULATION
Active when
SMAA_BLENDING_WEIGHT_CALCULATION
Active when
SMAA_NEIGHBORHOOD_BLENDING
Active when
SMAA_NEIGHBORHOOD_BLENDING
Structures
Functions
@vertex
Processes each 3D point in a model before it's drawn
Active when
SMAA_EDGE_DETECTION
* Edge Detection Vertex Shader
@vertex
Processes each 3D point in a model before it's drawn
Active when
SMAA_BLENDING_WEIGHT_CALCULATION
* Blend Weight Calculation Vertex Shader
@vertex
Processes each 3D point in a model before it's drawn
Active when
SMAA_NEIGHBORHOOD_BLENDING
* Neighborhood Blending Vertex Shader
@fragment
Calculates the final color of each pixel on the screen
Active when
SMAA_EDGE_DETECTION
* Luma Edge Detection
IMPORTANT NOTICE: luma edge detection requires gamma-corrected colors, and thus ‘color_texture’ should be a non-sRGB texture.
Active when
SMAA_BLENDING_WEIGHT_CALCULATION
* This allows to determine how much length should we add in the last step of the searches. It takes the bilinearly interpolated edge (see @PSEUDO_GATHER4), and adds 0, 1 or 2, depending on which edges and crossing edges are active.
@fragment
Calculates the final color of each pixel on the screen
@fragment
Calculates the final color of each pixel on the screen
The top-left has UV 0,0, the bottom-left has 0,2, and the top-right has 2,0. This means that the UV gets interpolated to 1,1 at the bottom-right corner of the clip-space rectangle that is at 1,-1 in clip space.