While experimenting with GLSL based FSAA aka “super sampling” I found a quite convenient way to package my efforts in some kind of utility wrapper class. It takes a FBO and the desired SS amount (even fractional subpixel SS is possible) and generates an appropriate fragment shader on-the-fly wich then downsamples the internally oversampled FBO to screen resolution. As u can see in the provided picture (fullres version) the quality of the SS renderings are excellent and easily surpass the MSAA quality natively supported by the GPU. Sourcecode for the utility helper class and my two experimental test routines GL3_SuperSampling_DisplayLists.java + GL3_SuperSampling_Mandelbrot.java can be found on Github. As the fragment shader is dynamically generated on-the-fly in the utility helper class no .fs this time … X-)

While experimenting with GLSL based FSAA aka “super sampling” I found a quite convenient way to package my efforts in some kind of utility wrapper class. It takes a FBO and the desired SS amount (even fractional subpixel SS is possible) and generates an appropriate fragment shader on-the-fly wich then downsamples the internally oversampled FBO to screen resolution. As u can see in the provided picture (fullres version) the quality of the SS renderings are excellent and easily surpass the MSAA quality natively supported by the GPU. Sourcecode for the utility helper class and my two experimental test routines GL3_SuperSampling_DisplayLists.java + GL3_SuperSampling_Mandelbrot.java can be found on Github. As the fragment shader is dynamically generated on-the-fly in the utility helper class no .fs this time … X-)

NIGHTNIGHT by DEDDY