Implement FXAA as a post-processing effect
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- Dominant language
- Rust
- Stars
- 1.8k
- Forks
- 195
- Avg merge
- 1d 14h
- Merged PRs (30d)
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Description
I've found multiple examples of the OpenGL code required for FXAA, however I am not sure if I'm capable of implementing the code. I will definitely look into it during my spare time, however if someone else wants to take this up feel free.
[Geeks3D FXAA](https://github.com/McNopper/OpenGL/tree/master/Example42/shader)
[McNopper](https://github.com/McNopper)'s [OpenGL example](https://github.com/McNopper/OpenGL/tree/master/Example42/shader)
Contributor guide
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First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
Start by reading the linked Geeks3D FXAA and McNopper OpenGL examples, then locate kiss3d's post-processing entry point. The issue names no project files or tests, so first determine where such an effect belongs. Done means FXAA is implemented and available as a post-processing effect.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- rust
- Domain
- computer-graphics
- Issue type
- Feature
- Difficulty
- 5/5
- Estimated time
- Over a week
- Activity status
- Stale
- Clarity
- Needs clarification
- Newbie friendliness
- 25/100