shader API reference: the anti-aliasing section comes from the generator

#8186 wrote its Anti-aliasing section into docs/api/shaders-reference.md,
which horizon_shader_api::reference::markdown generates, so main's
the_reference_is_up_to_date failed. The section is now generated, and the
doc is unchanged.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
This commit is contained in:
Ludovic MarieandClaude Opus 5.5 committed 2026-11-03 22:03:49 +01:00
1 parent 298f165557
commit 367b20268d
1 file changed
+10
@@ -113,6 +113,16 @@ pub fn markdown() -> String {
}
out += "## The frame\n\n";
out += &table(&Frame::WGSL, Some(Frame::OFFSETS));
out += "## Anti-aliasing\n\n\
While a pack's `[[post]]` chain draws the frame, the player's anti-aliasing settings do not run: `taa`, `fxaa`\n\
and `upscaling` in `horizon-graphics.txt` have no effect, and the frame's projection is never jittered, because the\n\
last post pass draws the picture itself and Horizon's own resolve, which does TAA, FXAA and TAA upscaling, is the\n\
step it replaces. The world is still rendered at `resolutionScale` before the pack reads it.\n\n\
A pack that wants smooth edges draws them itself, in a post pass: a spatial filter (FXAA, SMAA and the like) works on\n\
`previous` as it is. A temporal pass cannot do what TAA does here, even though `history` and\n\
`frame.previous_view_projection` give it the last frame: nothing moves the camera by a fraction of a texel from one\n\
frame to the next, so a still camera gives it the same picture twice and there is no sub-pixel detail to gather.\n\n\
Without a pack the settings apply as the player set them.\n\n";
out += &format!(
"## Options\n\n\
Each `[[options]]` entry sets the WGSL `override` of the same name when the pipelines are built:\n\n\