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Added GLSL support.

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iryoku committed Nov 20, 2011
1 parent 1859679 commit 3d99ddae38a98aa98f9bd0a3bdbe4a1a5d03b770
Showing with 165 additions and 80 deletions.
  1. +2 −2 Demo/DX10/Demo.vcxproj
  2. +1 −1 Demo/DX9/Shaders/SMAA.fx
  3. +26 −8 README.md
  4. +136 −69 SMAA.h
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@@ -149,10 +149,10 @@
</ItemGroup>
<ItemGroup>
<CustomBuild Include="Shaders\SMAA.fx">
- <Command Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">fxc /Od /Zi /Tfx_4_0 /nologo /I ../.. /Fo"$(IntDir)%(Filename).fxo" /Fc"$(IntDir)%(Filename).asm" "%(FullPath)"
+ <Command Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">fxc /Od /Zi /Tfx_4_0 /Ges /nologo /I ../.. /Fo"$(IntDir)%(Filename).fxo" /Fc"$(IntDir)%(Filename).asm" "%(FullPath)"
</Command>
<Outputs Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(IntDir)%(Filename).fxo</Outputs>
- <Command Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">fxc /Tfx_4_0 /nologo /I ../.. /Fo"$(IntDir)%(Filename).fxo" /Fc"$(IntDir)%(Filename).asm" "%(FullPath)"
+ <Command Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">fxc /Tfx_4_0 /Ges /nologo /I ../.. /Fo"$(IntDir)%(Filename).fxo" /Fc"$(IntDir)%(Filename).asm" "%(FullPath)"
</Command>
<Outputs Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(IntDir)%(Filename).fxo</Outputs>
<AdditionalInputs Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">..\..\SMAA.h</AdditionalInputs>
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@@ -182,7 +182,7 @@ float4 DX9_SMAABlendingWeightCalculationPS(float4 position : SV_POSITION,
uniform SMAATexture2D edgesTex,
uniform SMAATexture2D areaTex,
uniform SMAATexture2D searchTex) : COLOR {
- return SMAABlendingWeightCalculationPS(texcoord, pixcoord, offset, edgesTex, areaTex, searchTex);
+ return SMAABlendingWeightCalculationPS(texcoord, pixcoord, offset, edgesTex, areaTex, searchTex, 0);
}
float4 DX9_SMAANeighborhoodBlendingPS(float4 position : SV_POSITION,
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@@ -8,6 +8,28 @@ SMAA is a very efficient GPU-based MLAA implementation, capable of handling subp
Checkout the [technical paper](http://www.iryoku.com/smaa/) for more info!
+Thanks To
+---------
+
+**Stephen Hill** ‒ for its invaluable support.
+
+**Alex Fry** ‒ for its priceless help with the devkit.
+
+**Naty Hoffman** ‒ for helping us to touch base with the game developer community.
+
+**Jean-Francois St-Amour** ‒ for providing us great images for testing.
+
+**Johan Andersson** ‒ for providing the fantastic BF3 image and clearing important questions.
+
+**Dmitriy Jdone** ‒ for porting the code to GLSL.
+
+**Weibo Xie** ‒ for the suggested optimizations.
+
+**Alexander Reshetov** ‒ for creating MLAA, and opening our mind.
+
+**Everyone on the [SIGGRAPH course](http://iryoku.com/aacourse/)** ‒ for the incredible inspiration.
+
+
Usage
-----
@@ -25,21 +47,17 @@ https://github.com/iryoku/smaa/issues
Authors
-------
-**Jorge Jimenez**
-
-+ http://www.iryoku.com/
+**Jorge Jimenez** http://www.iryoku.com/
-**Jose I. Echevarria**
+**Jose I. Echevarria** http://cheveone.blogspot.com/
-+ http://cheveone.blogspot.com/
+**Tiago Sousa** https://twitter.com/#!/CRYTEK_TIAGO
**Belen Masia**
**Fernando Navarro**
-**Diego Gutierrez**
-
-+ http://giga.cps.unizar.es/~diegog/
+**Diego Gutierrez** http://giga.cps.unizar.es/~diegog/
Copyright and License
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2 comments on commit 3d99dda

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chiguireitor Dec 5, 2011

Where's the GLSL code? can't seem to find it in the downloads... is it included in previous files?

Where's the GLSL code? can't seem to find it in the downloads... is it included in previous files?

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iryoku Dec 5, 2011

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It's all bundled in SMAA.h, search for SMAA_GLSL_* defines.

Owner

iryoku replied Dec 5, 2011

It's all bundled in SMAA.h, search for SMAA_GLSL_* defines.

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