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PostPosted: 12 Jan 2017, 06:19 
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*sensei*

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And have you tick the EnablePostPassShader under [EFFECT]?

Image

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Tomoko
PostPosted: 12 Jan 2017, 16:15 
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Joined: 09 Jan 2017, 19:48
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Ok, I was trying to strip ENB off all the things that I didn't need and I kinda overdone it to the point where your SMAA shader would refuse to work.
It wasn't a problem with your shader in the first place, sorry for bothering and thanks for your help. Got it working now.


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PostPosted: 16 Jan 2017, 22:17 
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kingeric1992, how would one go about implementing this into the tail end of enbeffect.fx instead of enbeffectpostpass.fx?


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PostPosted: 17 Jan 2017, 09:08 
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*sensei*

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You can't, it requires multi pass/technique on the shader file.

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PostPosted: 17 Jan 2017, 17:38 
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Dang, that's too bad. Would the same go for FXAA then?


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PostPosted: 17 Jan 2017, 21:19 
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*sensei*

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Not impossible, but also not a good idea wasting performance just to have it integrate into enbeffect.fx.

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PostPosted: 19 Jan 2017, 20:20 
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Yeah my use case is a special one, since like PRC/PRT, my ENB (CFL)has a metric crap-ton of techniques running, and I'm just trying to save room in the postpass section. Well, if you ever feel like porting FXAA over to enbeffect, that'd be awesome, but it's no big deal if you don't feel like it's worthwhile.

BTW, I'm still wanting to do that podcast if you're still onboard. Just have to get some stuff settled IRL first.


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PostPosted: 22 Jan 2017, 18:53 
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*sensei*

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Or you could inject it through reshade or any other smaa injector.

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PostPosted: 22 Jan 2017, 21:01 
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Sure, but I would prefer to do anti aliasing before the rest of my post processing is done. Otherwise, I am smearing the image by antialiasing a "film grain" image. I mean, it's not a big deal to apply it after, but it's easier to just use the ingame FXAA instead of injecting after ENB. Do you know if SSE/FO4 FXAA applies before or after enbeffectpostpass?


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