bool ready() const noexcept override
Handle< ShaderProgram > _fxaa
Pipeline * _smaaBlendPipeline
void reshape(U16 width, U16 height) override
Handle< Texture > _areaTexture
Pipeline * _smaaWeightPipeline
RenderTargetHandle _smaaWeights
Handle< Texture > _searchTexture
Handle< ShaderProgram > _smaaBlend
Handle< ShaderProgram > _smaaWeightComputation
PROPERTY_RW(bool, useSMAA, false)
bool execute(PlayerIndex idx, const CameraSnapshot &cameraSnapshot, const RenderTargetHandle &input, const RenderTargetHandle &output, GFX::CommandBuffer &bufferInOut) override
This is tricky as we use our screen as both input and output.
PROPERTY_RW(U8, postAAQualityLevel, 2u)
An API-independent representation of a texture.