# iryoku/smaa

SMAA is a very efficient GPU-based MLAA implementation (DX9, DX10, DX11 and OpenGL), capable of handling subpixel features seamlessly, and featuring an improved and advanced pattern detection & handling mechanism.

Repository: https://github.com/iryoku/smaa
Canonical: https://ross.abutalabs.com/products/smaa
Homepage: http://www.iryoku.com/smaa/
Language: C++
License: NOASSERTION
License Family: other
Last push: 2024-07-10T16:38:26+00:00

## Health v2 (maintenance only)
Score: 32/100 (v2, computed 2026-09-02T17:46:02.011165+00:00)
- activity 0, release rhythm 35, longevity 100
- inputs: {"age_days": 5614, "days_push": 784, "days_rel": null, "gap_med": null, "n_releases_24m": 0}
- flags: no_releases, no_license
- formula: round(0.45*activity + 0.35*rhythm + 0.20*longevity); archived -> min(score, 10)

## Adoption (not part of the score)
Stars 1132, forks 128 (observed 2026-08-28T04:03:42.761053+00:00)

## What it is
SMAA is a GPU-based subpixel morphological antialiasing implementation for DX9, DX10, DX11, and OpenGL, published as shader code (HLSL/GLSL) with precomputed lookup textures. It handles subpixel features and uses advanced pattern detection to avoid antialiasing non-edge texture details.

## Use cases
- antialias edges in a real-time game renderer
- integrate post-process antialiasing into a DirectX 9/10/11 engine
- add SMAA to an OpenGL or GLSL rendering pipeline
- combine morphological antialiasing with multisampling or supersampling
- reduce jaggies without blurring texture details

## When to choose
- you need efficient GPU post-processing antialiasing across DX9-DX11 and OpenGL
- you want MSAA-like quality at post-process cost
- you need subpixel edge handling and conservative pattern detection

## When to avoid
- you need temporal upscaling or modern TAA-style reconstruction
- your engine already ships a newer antialiasing stack
- you need an actively developed solution with frequent updates

## Facets
- artifact type: library
- maturity: maintenance
- function: graphics, image-processing
- domain: graphics
- platform: cpp, cross-platform
- tags: antialiasing, smaa, mlaa, hlsl, glsl, directx, opengl, post-processing, real-time-rendering, game-development, gpu

## Member repositories
- iryoku/smaa (main) score 32

## Provenance
- Observed fields: from GitHub, fetched 2026-08-28T04:03:42.761053+00:00.
- Health v2: computed from the inputs above; adoption is never an input.
- Inferred fields (summary, facets, guidance): AI-extracted, prompt v1, taxonomy v1, on 2026-08-30T06:37:57.723448+00:00, confidence not recorded.
  - readme: https://github.com/iryoku/smaa (fetched 2026-08-28T04:03:42.761053+00:00, sha 7fe4193780bd)
  - homepage: http://www.iryoku.com/smaa/ (fetched 2026-08-29T12:42:18.066139+00:00, sha 999e3af966e2)
- Data as of 2026-08-30T08:39:29.467469+00:00.
