diff --git a/shaders/cDLAA.fx b/shaders/cDLAA.fx index f9b0483..3935143 100644 --- a/shaders/cDLAA.fx +++ b/shaders/cDLAA.fx @@ -61,7 +61,7 @@ float4 PS_Prefilter(CShade_VS2PS_Quad Input) : SV_TARGET0 return float4(Center, EdgesLuma); } -float4 PS_AntiAliasing(CShade_VS2PS_Quad Input) : SV_TARGET0 +float4 PS_DLAA(CShade_VS2PS_Quad Input) : SV_TARGET0 { float2 Delta = fwidth(Input.Tex0); @@ -210,11 +210,11 @@ technique CShade_DLAA < ui_tooltip = "Directionally Localized Anti-Aliasing (DLA RenderTarget0 = TempTex0_RGBA8; } - pass AntiAliasing + pass DLAA { CBLEND_CREATE_STATES() VertexShader = CShade_VS_Quad; - PixelShader = PS_AntiAliasing; + PixelShader = PS_DLAA; } } diff --git a/shaders/cFXAA.fx b/shaders/cFXAA.fx index ebe4089..334372c 100644 --- a/shaders/cFXAA.fx +++ b/shaders/cFXAA.fx @@ -250,7 +250,7 @@ float GetEdgeBlendFactor(LumaNeighborhood LN, LumaDiagonals LD, Edge E, float2 T } } -float4 PS_AntiAliasing(CShade_VS2PS_Quad Input) : SV_TARGET0 +float4 PS_FXAA(CShade_VS2PS_Quad Input) : SV_TARGET0 { float2 Delta = fwidth(Input.Tex0); LumaNeighborhood LN = GetLumaNeighborhood(Input.Tex0, Delta); @@ -294,11 +294,11 @@ float4 PS_AntiAliasing(CShade_VS2PS_Quad Input) : SV_TARGET0 technique CShade_FXAA < ui_tooltip = "Fast Approximate Anti-Aliasing (FXAA)"; > { - pass AntiAliasing + pass FXAA { CBLEND_CREATE_STATES() VertexShader = CShade_VS_Quad; - PixelShader = PS_AntiAliasing; + PixelShader = PS_FXAA; } }