We tried SMAA (http://www.gamedev.net/topic/620516-help-porting-smaa-from-direct3d-to-opengl/) with OpenGL 3.3 core and everything runs fine unless we use it with Intel HD 4000. First of all, it does not compile because the Intel compiler does not accept "#if SMAA_PRESET_LOW == 1" when "SMAA_PRESET_LOW" is not defined. This is solved by setting all defines to 0. After that, it compiles but Instead of smooothing it creates artifacts which are especially noticable (as blurring around the edges) with SMAA_PRESET_MEDIUM. The difference appears after the blending weights calculations. Stencil buffer optimization does not seem to have any influence.
Does anybody has an idea how it might be fixed or if there's any workaround besides not using SMAA on Intel graphics?
Edited by Ilia S, 26 February 2014 - 12:05 PM.