That should now be unnecessary. I figured out the problem and fixed it in 1.5 It required creating a new technique (that's a section of the code that tells DirectX "here is a vertex and pixel shader pair") for DX10/11 I could not get this to work originally. I'd code a correct technique and figured it would work, but it wouldn't. I tried many variations and still it wouldn't work - it was very infuriating :bang: Then some weeks ago I was talking with Crosire - discussing who made the original InjectSMAA codebase? .. how much was [SomeDude]s work and how much was MrHaandis? , when it hit me that what was true for the dx9 injector was not necessary true for the dx10/11 injector. So I tried again and after a short while I figured out the problem. The DX9 injector works just fine when you name the technique whatever you like - the DX10/11 however will not run any technique that doesn't have the name of one of the SMAA techniques. The fix was simple .. rename the technique. It now has the same name as the edge detection technique in SMAA and this fools the injector to run it.