Original Post
Hi MLAA looks fantastic and can solve some issues like no hardware AA support on DX9 when using deferred shading. I what to create a post processing shader but i have some problems to understand these technique, so any discussion, help, hint or code are welcome. Thanks Links: Morphological Antialiasing paper by Alexander Reshetov from Intel Labs http://visual-computing.intel-research.net/publications/publications.htm Saboteur's PS3 anti-aliasing http://www.eurogamer.net/articles/digitalfoundry-saboteur-aa-blog-entry Screen-space AA on GPUs http://forum.beyond3d.com/showthread.php?p=1367391 Some more pictures and videos http://forum.beyond3d.com/showthread.php?t=55634&page=7 "Metro 2033" call it "Analytical Antialising" http://www.eurogamer.net/articles/metro-2033-4a-engine-impresses-blog-entry