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	<title>numb3r23 &#187; Anti-Aliasing</title>
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		<title>Integrating FXAA</title>
		<link>https://www.numb3r23.net/2012/02/07/integrating-fxaa/</link>
		<comments>https://www.numb3r23.net/2012/02/07/integrating-fxaa/#comments</comments>
		<pubDate>Tue, 07 Feb 2012 09:39:25 +0000</pubDate>
		<dc:creator><![CDATA[numb3r23]]></dc:creator>
				<category><![CDATA[Tutorial]]></category>
		<category><![CDATA[Anti-Aliasing]]></category>
		<category><![CDATA[OpenGL]]></category>

		<guid isPermaLink="false">http://www.grasmo.de/?p=37</guid>
		<description><![CDATA[Revently I&#8217;ve integrated Timothy Lottes extreme powerful Anti-Alising filter Fast Approximate Anti-Aliasing into my ph.d.-project (might be introduced later on&#8230;).  It didn&#8217;t really take a long time as the filter source is documented quite well. As I already have a class CPostProcessor that takes a base image and filters it using a generic vertex- and [&#8230;]]]></description>
				<content:encoded><![CDATA[<p>Revently I&#8217;ve integrated <a title="Timothy Lottes" href="http://timothylottes.blogspot.com" target="_blank">Timothy Lottes</a> extreme powerful Anti-Alising filter <a title="Fast Approxiamte Anti-Aliasing" href="http://timothylottes.blogspot.com/2011/03/nvidia-fxaa.html" target="_blank">Fast Approximate Anti-Aliasing</a> into my ph.d.-project (might be introduced later on&#8230;).  It didn&#8217;t really take a long time as the filter source is documented quite well.</p>
<p>As I already have a class CPostProcessor that takes a base image and filters it using a generic vertex- and a custom fragment-shader I&#8217;ve created a class CPPFXAA that applies the FXAA filter.</p>
<p><strong>1. Setup</strong></p>
<p>Before integrating the FXAA shader you have to set it up, meaning going through the first part of the downloadable header-file and choose the defines to what you need/want.</p>
<p><strong>2. Texture to RGBL</strong></p>
<p>This step is not really necessary, but I somehow ended up integrating it anyway. Instead of an alpha value the alpha channel stores the luminace: (for me: color.a = dot(color.rgb, vec3(0.299, 0.587, 0.114));).</p>
<p><strong>3. FXAA filter</strong></p>
<p>Disable blending (if it was enabled) and apply the filter: render a screen-aligned quad with a fxaa as a fragment-shader. Set the input image as your &#8220;BaseImage&#8221; and set the correct viewport dimensions (&#8220;screenwidth&#8221; and &#8220;screenheight&#8221;).</p>
<p><strong>4. done.</strong></p>
<p>That&#8217;s it.</p>
<p>&nbsp;</p>
<p>I hope it works as good for you as it does for me:)</p>
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