/* * All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or * its licensors. * * For complete copyright and license terms please see the LICENSE at the root of this * distribution (the "License"). All use of this software is governed by the License, * or, if provided, by the license below or the license accompanying this file. Do not * remove or modify any license notices. This file is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * */ #pragma once #include #include namespace AZ { namespace Render { // Path to texture resources used by SMAA. static const char* const PathToSMAAAreaTexture{ "textures/postprocessing/AreaTex.dds.streamingimage" }; static const char* const PathToSMAASearchTexture{ "textures/postprocessing/SearchTex.dds.streamingimage" }; // Option shader variable names for SMAA shader. static const char* const EnableDiagonalDetectionFeatureOptionName{ "o_enableDiagonalDetectionFeature" }; static const char* const EnableCornerDetectionFeatureOptionName{ "o_enableCornerDetectionFeature" }; static const char* const EnablePredicationFeatureOptionName{ "o_enablePredicationFeature" }; static const char* const EdgeDetectionModeOptionName{ "o_edgeDetectionMode" }; static const char* const BlendingOutputModeOptionName{ "o_blendingOutputMode" }; } // namespace Render } // namespace AZ