smaa.wgsl
Constants
Shader defs requirments:
š¢ SMAA_PRESET_LOW
Shader defs requirments:
š¢ SMAA_PRESET_LOW
Shader defs requirments:
š“ SMAA_PRESET_LOW
Shader defs requirments:
š“ SMAA_PRESET_LOW
Shader defs requirments:
š“ SMAA_PRESET_LOW
Shader defs requirments:
š“ SMAA_PRESET_LOW
Shader defs requirments:
š“ SMAA_PRESET_LOW
Shader defs requirments:
š“ SMAA_PRESET_LOW
Shader defs requirments:
š“ SMAA_PRESET_LOW
Shader defs requirments:
š“ SMAA_PRESET_LOW
Shader defs requirments:
š“ SMAA_PRESET_LOW
Shader defs requirments:
š“ SMAA_PRESET_LOW
Shader defs requirments:
š“ SMAA_PRESET_LOW
Shader defs requirments:
š“ SMAA_PRESET_LOW
Shader defs requirments:
š“ SMAA_PRESET_LOW
Shader defs requirments:
š“ SMAA_PRESET_LOW
Bindings
Shader defs requirments:
š¢ SMAA_EDGE_DETECTION
Shader defs requirments:
š¢ SMAA_BLENDING_WEIGHT_CALCULATION
Shader defs requirments:
š¢ SMAA_BLENDING_WEIGHT_CALCULATION
Shader defs requirments:
š¢ SMAA_BLENDING_WEIGHT_CALCULATION
Shader defs requirments:
š¢ SMAA_BLENDING_WEIGHT_CALCULATION
Shader defs requirments:
š¢ SMAA_NEIGHBORHOOD_BLENDING
Shader defs requirments:
š¢ SMAA_NEIGHBORHOOD_BLENDING
Structures
Functions
Shader defs requirments:
š¢ SMAA_EDGE_DETECTION
* Edge Detection Vertex Shader
Shader defs requirments:
š¢ SMAA_BLENDING_WEIGHT_CALCULATION
* Blend Weight Calculation Vertex Shader
Shader defs requirments:
š¢ SMAA_NEIGHBORHOOD_BLENDING
* Neighborhood Blending Vertex Shader
Shader defs requirments:
š¢ 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.
Shader defs requirments:
š¢ SMAA_BLENDING_WEIGHT_CALCULATION
* Allows to decode two binary values from a bilinear-filtered access.
Shader defs requirments:
š¢ SMAA_BLENDING_WEIGHT_CALCULATION
Shader defs requirments:
š¢ SMAA_BLENDING_WEIGHT_CALCULATION
* These functions allows to perform diagonal pattern searches.
Shader defs requirments:
š¢ SMAA_BLENDING_WEIGHT_CALCULATION
Shader defs requirments:
š¢ SMAA_BLENDING_WEIGHT_CALCULATION
* Similar to SMAAArea, this calculates the area corresponding to a certain diagonal distance and crossing edges ‘e’.
Shader defs requirments:
š¢ SMAA_BLENDING_WEIGHT_CALCULATION
* This searches for diagonal patterns and returns the corresponding weights.
* 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.
* Horizontal/vertical search functions for the 2nd pass.
* Ok, we have the distance and both crossing edges. So, what are the areas at each side of current edge?
Shader defs requirments:
š¢ SMAA_NEIGHBORHOOD_BLENDING
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.