Four ways to touch a frame.
A focused WebGPU lab for post-render ownership: stateless edge filtering, in-frame supersampling, and history-based reprojection. Each mode exposes what it owns and when it runs.
Preparing a scene pass and post-render graph…
- mode
- —
- input
- —
- owned targets
- —
- sample count
- —
- frame ms
- —
- graph build
- —
SMAA is applied before output color conversion; its edge, weight, and blend targets are internal.
scene color
one frame
3 render targets
explicit graph cleanup
SMAA owns edge, weight, and blend render targets plus area/search lookup textures.
This lab is a representative behavior study, not exact official assets or pixel parity. The forced WebGL2 lane is a direct baseline and does not claim WebGPU effect equivalence.
Derived from the official SMAA, Sobel, SSAA, and TRAA examples and their TSL display nodes.
The renderer could not initialize.