I'm sure a lot of people have been asking how to create a pleasing anti-aliasing effect for deferred rendering without falling back on FXAA.
A lot of people unfortunately don't seem to like FXAA, and I hear there are alternatives.
One alternative I heard is that you can use MSAA with deferred rendering, after the geometry has already been drawn and calculated. But, how the hell is that supposed to work?
For one thing, I figured MSAA required that the triangle edges are to be used to calculate the blur samples. If all i'm working with is a texture, how am I supposed to get the triangle edges? Am I supposed to re-calculate them somehow?
I also hear that screen space MSAA can prevent texture blurring, unlike FXAA. But.. I can't find any information on how to implement an MSAA shader, anywhere.
Can anyone point me to a tutorial or something? Or if there isn't one, can anyone help me figure out how to do this? If I cannot get MSAA to work, I mind as well fall back on FXAA, like a lot of people have, but I want to see if I can do this.