14ย years, 1ย month ago
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Community contributions featuredThanks, I removed quad shifting part in my engine . However that didn`t solve my issue , which means it is something different from the topic I started Thanks anyway
14ย years, 1ย month ago
Hi , When I tried to port a working FXAA D3D/HLSL shader to OGL / GLSL , the output looked like it was shifted. Unlike D3D , it seems pixel centers are not integers , but indexeโฆ
14ย years, 1ย month ago
Hi , As for this effect , I am trying to find a nice way to make "horizontal/vertical leak lines" to disappear. ( Horizontal example : http://active.tutsplus.com/tutorโฆ
14ย years, 2ย months ago
14ย years, 6ย months ago
Hi all , I need to know the GLSL equivalent of HLSL VPOS semantics , which gives you screen space position as normalised ( in range of 0-1 and 0-1 for both dimensions ) . I checโฆ
14ย years, 6ย months ago
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See all in DiscussionsThanks, I removed quad shifting part in my engine . However that didn`t solve my issue , which means it โฆ
14ย years, 1ย month ago
Hi , When I tried to port a working FXAA D3D/HLSL shader to OGL / GLSL , the output looked โฆ
14ย years, 1ย month ago
Hi , As for this effect , I am trying to find a nice way to make "horizontal/vertical leak lines" โฆ
14ย years, 2ย months ago