01-05-2014, 08:03 PM
I just tested it on my brother's gtx 260 (d3d10) card, same as the one giving the runtime error, and it works perfectly.
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Edit: rama, I noticed a problem. I hadn't written this shader to work with d3d9 (d3d10 or greater, only). So it's going to crash the plugin for anyone with a (reeealy old) card that doesn't support SM 4.0 or higher.
I'm not at home at the moment, to add some d3d9 functionality for it, but I've attached a version below that will check if the GPU supports > then SM 3.0 before running the shader, else it will simply output a sampled color. For the time being. It will prevent anyone with an old dx9 only card from crashing.
OR, you could just put the original fxaa code inside the #else at the end, and it would use the previous fxaa shader for anyone with d3d9/ogl, for the moment.
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Edit: rama, I noticed a problem. I hadn't written this shader to work with d3d9 (d3d10 or greater, only). So it's going to crash the plugin for anyone with a (reeealy old) card that doesn't support SM 4.0 or higher.
I'm not at home at the moment, to add some d3d9 functionality for it, but I've attached a version below that will check if the GPU supports > then SM 3.0 before running the shader, else it will simply output a sampled color. For the time being. It will prevent anyone with an old dx9 only card from crashing.
OR, you could just put the original fxaa code inside the #else at the end, and it would use the previous fxaa shader for anyone with d3d9/ogl, for the moment.