I've been working on a small 2d drawing app, and i wanted to implement SMAA for it, but i've ran into problems at the 2nd pass, instead of having nice connected lines, i had a lot of dotted lines, and nothing i did in the shaders/c++ code could change it, so i looked around in the SMAA.h and noticed some commented lines:
float SMAASearchLength(SMAATexture2D searchTex, float2 e, float bias, float scale) {
// Not required if searchTex accesses are set to point:
// float2 SEARCH_TEX_PIXEL_SIZE = 1.0 / float2(66.0, 33.0);
// e = float2(bias, 0.0) + 0.5 * SEARCH_TEX_PIXEL_SIZE +
// e * float2(scale, 1.0) * float2(64.0, 32.0) * SEARCH_TEX_PIXEL_SIZE;
e.r = bias + e.r * scale;
return 255.0 * SMAASampleLevelZeroPoint(searchTex, e).r;
}
And after i've changed it to this,
float SMAASearchLength(SMAATexture2D searchTex, float2 e, float bias, float scale) {
// Not required if searchTex accesses are set to point:
float2 SEARCH_TEX_PIXEL_SIZE = 1.0 / float2(66.0, 33.0);
e = float2(bias, 0.0) + 0.5 * SEARCH_TEX_PIXEL_SIZE +
e * float2(scale, 1.0) * float2(64.0, 32.0) * SEARCH_TEX_PIXEL_SIZE;
//e.r = bias + e.r * scale;
return 255.0 * SMAASampleLevelZeroPoint(searchTex, e).r;
}
everything worked fine
for comparison:
Before
smaa1.PNG 11.82K
15 downloadsAfter
smaa2.PNG 16.17K
16 downloadsIt might not be the same problem, but i think its worth checking it out
(I was using directX11 on windows8, no techinques/effects just pixel and vertex shader)

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