Open
Conversation
… to plug into the content pipeline.
…ng optimization for XNA.
…eter in SMAA class.
Removed assigning the current effect technique pass to a variable.
Update SMAA.cs
|
This will be fun for me to playaround because i have modded with smaa. Michael On Tue, Apr 16, 2013 at 12:50 PM, Alexander Gessler <
|
Changed the default value of the effect prefix so the prefix for each intensity can be found. Was originally trying to find "Shaders/ULTRA" will now find "Shaders/SMAA_ULTRA"
Update DefaultEffectProvider.cs
Author
|
Any chance to get this merged? |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
A port of SMAA to XNA/C# along with a small demo app. The XNA version has some performance deficits which are due to the design of XNA but is otherwise fully usable. All relevant functional changes are documented in a Readme in Demo/XNA.