API ReferenceGE ExtensionsClient
Edge AA PostFX
Two-pass edge-detect anti-aliasing: first pass detects edges from the prepass buffer, second pass smooths them.
Two-pass edge-detect anti-aliasing: first pass detects edges from the prepass buffer, second pass smooths them.
Module Overview
| Property | Value |
|---|---|
| Source | lua/ge/client/postFx/edgeAA.lua |
| Returns | - (side-effect module) |
Scene Objects Created
State Block
| Object | Type | Description |
|---|---|---|
PFX_DefaultEdgeAAStateBlock | GFXStateBlockData | Z-disabled, point sampling (2 slots) |
Shaders
| Object | Type | Shader Files | Description |
|---|---|---|---|
PFX_EdgeAADetectShader | ShaderData | edgeaa/edgeDetectP.hlsl | Edge detection from prepass normals/depth |
PFX_EdgeAAShader | ShaderData | edgeaa/edgeAAV.hlsl + edgeAAP.hlsl | Edge-aware smoothing |
PFX_EdgeAADebugShader | ShaderData | edgeaa/dbgEdgeDisplayP.hlsl | Debug: visualize detected edges |
PostEffects
| Object | Render Time | Enabled | Description |
|---|---|---|---|
EdgeDetectPostEffect | PFXBeforeBin (ObjTranslucentBin) | Yes | Edge detection at 50% resolution → #edge |
EdgeAAPostEffect | PFXAfterDiffuse | Yes | Apply AA using #edge + $backBuffer |
Debug_EdgeAAPostEffect | PFXAfterDiffuse | No | Debug display of edge buffer |
Render Pipeline
Pass 1: EdgeDetectPostEffect
Input: #prepass[RT0], #prepass[Depth]
Output: #edge (half resolution)
Pass 2: EdgeAAPostEffect
Input: #edge, $backBuffer
Output: $backBuffer (smoothed)
Debug: Debug_EdgeAAPostEffect
Input: #edge
Output: $backBuffer (edge overlay)Notes
- Edge detection runs at 50% resolution (
targetScale = "0.5 0.5") for performance. EdgeDetectPostEffectis enabled by default (unlike most other PostFX).- The debug PostEffect is disabled by default - enable to visualize detected edges.
- Edge detection uses prepass normals and depth for geometry-aware detection.
See Also
- client/postFx - PostFX manager
Depth of Field PostFX
Multi-pass depth-of-field post-processing effect with auto-focus support (vehicle tracking or center raycast) and configurable near/far blur equations.
PostFx Flash Effect
Screen flash post-processing effect for damage and whiteout visual feedback. Creates a `FlashFx` PostEffect driven by shader constants for damage flash intensity and whiteout amount.