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Rename the header from .h to .hlsl to make use of Visual Studio 2012 …

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1 parent e86fd6c commit ebe45a46451534e3e8249276f3b0890097dc2057 @iryoku committed Sep 8, 2013
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@@ -1,7 +1,7 @@
1 ICON "Icon.ico"
SMAA.fx RCDATA Shaders\SMAA.fx
-SMAA.h RCDATA "..\\..\\SMAA.h"
+SMAA.hlsl RCDATA "..\\..\\SMAA.hlsl"
Simple.fx RCDATA Shaders\Simple.fx
AreaTexDX10.dds RCDATA "..\\..\\Textures\\AreaTexDX10.dds"
@@ -126,7 +126,6 @@
<ClCompile Include="..\Support\Timer.cpp" />
</ItemGroup>
<ItemGroup>
- <ClInclude Include="..\..\SMAA.h" />
<ClInclude Include="..\..\Textures\AreaTex.h" />
<ClInclude Include="..\..\Textures\SearchTex.h" />
<ClInclude Include="..\DXUT\Core\DXUT.h" />
@@ -178,6 +177,9 @@
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(IntDir)</AdditionalIncludeDirectories>
</ResourceCompile>
</ItemGroup>
+ <ItemGroup>
+ <None Include="..\..\SMAA.hlsl" />
+ </ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
@@ -86,9 +86,6 @@
<ClInclude Include="..\..\Textures\AreaTex.h">
<Filter>Code\Textures</Filter>
</ClInclude>
- <ClInclude Include="..\..\SMAA.h">
- <Filter>Shaders</Filter>
- </ClInclude>
<ClInclude Include="..\DXUT\Core\DXUTenum.h">
<Filter>DXUT</Filter>
</ClInclude>
@@ -128,4 +125,9 @@
<Filter>Shaders</Filter>
</CustomBuild>
</ItemGroup>
+ <ItemGroup>
+ <None Include="..\..\SMAA.hlsl">
+ <Filter>Shaders</Filter>
+ </None>
+ </ItemGroup>
</Project>
@@ -80,7 +80,7 @@ float cornerRounding;
#endif
// And include our header!
-#include "SMAA.h"
+#include "SMAA.hlsl"
// Set pixel shader version accordingly:
#if SMAA_HLSL_4_1 == 1
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@@ -1,7 +1,7 @@
1 ICON "Icon.ico"
SMAA.fx RCDATA Shaders\SMAA.fx
-SMAA.h RCDATA "..\\..\\SMAA.h"
+SMAA.hlsl RCDATA "..\\..\\SMAA.hlsl"
AreaTexDX9.dds RCDATA "..\\..\\Textures\\AreaTexDX9.dds"
SearchTex.dds RCDATA "..\\..\\Textures\\SearchTex.dds"
@@ -131,7 +131,6 @@
</PostBuildEvent>
</ItemDefinitionGroup>
<ItemGroup>
- <ClInclude Include="..\..\SMAA.h" />
<ClInclude Include="..\..\Textures\AreaTex.h" />
<ClInclude Include="..\..\Textures\SearchTex.h" />
<ClInclude Include="..\DXUT\Core\DXUT.h" />
@@ -172,6 +171,7 @@
<ResourceCompile Include="Demo.rc" />
</ItemGroup>
<ItemGroup>
+ <None Include="..\..\SMAA.hlsl" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets" />
@@ -19,9 +19,6 @@
</Filter>
</ItemGroup>
<ItemGroup>
- <ClInclude Include="..\..\SMAA.h">
- <Filter>Shaders</Filter>
- </ClInclude>
<ClInclude Include="Code\SMAA.h">
<Filter>Code</Filter>
</ClInclude>
@@ -108,4 +105,9 @@
<Filter>Shaders</Filter>
</CustomBuild>
</ItemGroup>
+ <ItemGroup>
+ <None Include="..\..\SMAA.hlsl">
+ <Filter>Shaders</Filter>
+ </None>
+ </ItemGroup>
</Project>
@@ -65,7 +65,7 @@ float cornerRounding;
#endif
// And include our header!
-#include "SMAA.h"
+#include "SMAA.hlsl"
/**
View
@@ -1,7 +1,9 @@
SMAA: Subpixel Morphological Antialiasing
=========================================
-SMAA is a very efficient GPU-based MLAA implementation, capable of handling subpixel features seamlessly, and featuring an advanced pattern detection & handling mechanism.
+SMAA is a very efficient GPU-based MLAA implementation (DX9, DX10, DX11 and OpenGL), capable of handling subpixel features seamlessly, and featuring an improved and advanced pattern detection & handling mechanism.
+
+The technique focuses on handling each pattern in a very specific way (via look-up-tables), in order to minimize false positives in the pattern detection. Ultimately, this prevents antialiasing features that are not produced by jaggies, like texture details. Furthermore, this conservative morphological approach allows to accurately combine it with multi/supersampling techniques.
Checkout the [paper](http://www.iryoku.com/smaa/) for more info!
@@ -33,7 +35,7 @@ Thanks To
Usage
-----
-See [SMAA.h](https://github.com/iryoku/smaa/blob/master/SMAA.h) for integration info.
+See [SMAA.hlsl](https://github.com/iryoku/smaa/blob/master/SMAA.hlsl) for integration info (despite the extension, note that it's OpenGL compatible).
You'll also need some precomputed textures, which can be found as C++ headers ([Textures/AreaTex.h](https://github.com/iryoku/smaa/blob/master/Textures/AreaTex.h) and [Textures/SearchTex.h](https://github.com/iryoku/smaa/blob/master/Textures/SearchTex.h)), or as regular DDS files (see [Textures](https://github.com/iryoku/smaa/blob/master/Textures) directory). If you want to see where they came from, you can check out the [Scripts](https://github.com/iryoku/smaa/blob/master/Scripts) directory.
@@ -315,7 +315,7 @@
#define SMAA_MAX_SEARCH_STEPS_DIAG 8
#define SMAA_CORNER_ROUNDING 25
#elif SMAA_PRESET_ULTRA
-#define SMAA_THRESHOLD 0.075
+#define SMAA_THRESHOLD 0.05
#define SMAA_MAX_SEARCH_STEPS 32
#define SMAA_MAX_SEARCH_STEPS_DIAG 16
#define SMAA_CORNER_ROUNDING 25

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