Originally posted by liam
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Post-processing shaders like this can already be done by passing in GLSL shaders to do the work - and by allowing devs to just pass in shaders like normal the entire thing is much more flexible. If someone discovers a certain way of doing it that works well with their engine, they can use that rather than being forced into some generic thing hardcoded into the API for no reason.
Maybe one day these AA capabilities will be built directly into the hardware. That's when you are going to see an ARB extension approved, not before.
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