Taos API Reference
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    Class FXAAPass

    FXAA 3.11 — Fast approximate anti-aliasing (render-graph version).

    A single fullscreen edge-directed blur: the cheapest of the spatial AA options and the natural low-end / no-history fallback. No camera jitter, no history, no temporal ghosting — and, unlike SMAAPass, no precomputed lookup textures. Softer than SMAA on near-horizontal/vertical edges, but a fraction of the cost.

    Place it where TAA / SMAA would sit: after lighting / overlays, before DoF / bloom / tonemap. Reads and rewrites the HDR target.

    Hierarchy (View Summary)

    • Pass<FXAADeps, FXAAOutputs>
      • FXAAPass
    Index

    Properties

    name: "FXAAPass" = 'FXAAPass'

    Human-readable identifier used in graph node labels and error messages.

    Methods

    • Insert the pass into graph for one frame. Implementations call graph.addPass(name, type, b => { ... }) exactly once and use the supplied PassBuilder to declare reads, writes, transient resources, and the execute callback.

      Parameters

      • graph: RenderGraph

        Graph being built this frame.

      • deps: FXAADeps

        Pass-specific dependency record (handles, scene data, etc.).

      Returns FXAAOutputs

      Pass-specific output record (typically a set of handles downstream passes will consume).

    • Release every long-lived GPU resource owned by the pass (pipelines, persistent uniform buffers, samplers, BGLs). Called by the factory or application during teardown. Default implementation is a no-op.

      Returns void