Raw SMAA shaders.
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Assets/SMAAArea.png
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Assets/SMAAArea.png
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Assets/SMAASearch.png
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Assets/SMAASearch.png
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@ -31,6 +31,11 @@
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// #define AREATEX_PITCH (AREATEX_WIDTH * 2)
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// #define AREATEX_SIZE (AREATEX_HEIGHT * AREATEX_PITCH)
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// #define SEARCHTEX_WIDTH 64
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// #define SEARCHTEX_HEIGHT 16
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// #define SEARCHTEX_PITCH SEARCHTEX_WIDTH
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// #define SEARCHTEX_SIZE (SEARCHTEX_HEIGHT * SEARCHTEX_PITCH)
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package cycles.renderpipeline;
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class SMAAAreaData {
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122
raw/smaa_pass/smaa_blend_weight.frag.glsl
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raw/smaa_pass/smaa_blend_weight.frag.glsl
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#version 450
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#ifdef GL_ES
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precision mediump float;
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#endif
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uniform sampler2D tex;
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in vec2 texCoord;
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// Blending Weight Calculation Pixel Shader (Second Pass)
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float4 SMAABlendingWeightCalculationPS(float2 texcoord,
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float2 pixcoord,
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float4 offset[3],
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SMAATexture2D(edgesTex),
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SMAATexture2D(areaTex),
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SMAATexture2D(searchTex),
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float4 subsampleIndices) { // Just pass zero for SMAA 1x, see @SUBSAMPLE_INDICES.
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float4 weights = float4(0.0, 0.0, 0.0, 0.0);
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float2 e = SMAASample(edgesTex, texcoord).rg;
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SMAA_BRANCH
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if (e.g > 0.0) { // Edge at north
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#if !defined(SMAA_DISABLE_DIAG_DETECTION)
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// Diagonals have both north and west edges, so searching for them in
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// one of the boundaries is enough.
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weights.rg = SMAACalculateDiagWeights(SMAATexturePass2D(edgesTex), SMAATexturePass2D(areaTex), texcoord, e, subsampleIndices);
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// We give priority to diagonals, so if we find a diagonal we skip
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// horizontal/vertical processing.
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SMAA_BRANCH
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if (weights.r == -weights.g) { // weights.r + weights.g == 0.0
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#endif
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float2 d;
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// Find the distance to the left:
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float3 coords;
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coords.x = SMAASearchXLeft(SMAATexturePass2D(edgesTex), SMAATexturePass2D(searchTex), offset[0].xy, offset[2].x);
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coords.y = offset[1].y; // offset[1].y = texcoord.y - 0.25 * SMAA_RT_METRICS.y (@CROSSING_OFFSET)
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d.x = coords.x;
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// Now fetch the left crossing edges, two at a time using bilinear
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// filtering. Sampling at -0.25 (see @CROSSING_OFFSET) enables to
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// discern what value each edge has:
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float e1 = SMAASampleLevelZero(edgesTex, coords.xy).r;
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// Find the distance to the right:
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coords.z = SMAASearchXRight(SMAATexturePass2D(edgesTex), SMAATexturePass2D(searchTex), offset[0].zw, offset[2].y);
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d.y = coords.z;
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// We want the distances to be in pixel units (doing this here allow to
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// better interleave arithmetic and memory accesses):
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d = abs(round(mad(SMAA_RT_METRICS.zz, d, -pixcoord.xx)));
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// SMAAArea below needs a sqrt, as the areas texture is compressed
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// quadratically:
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float2 sqrt_d = sqrt(d);
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// Fetch the right crossing edges:
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float e2 = SMAASampleLevelZeroOffset(edgesTex, coords.zy, int2(1, 0)).r;
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// Ok, we know how this pattern looks like, now it is time for getting
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// the actual area:
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weights.rg = SMAAArea(SMAATexturePass2D(areaTex), sqrt_d, e1, e2, subsampleIndices.y);
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// Fix corners:
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coords.y = texcoord.y;
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SMAADetectHorizontalCornerPattern(SMAATexturePass2D(edgesTex), weights.rg, coords.xyzy, d);
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#if !defined(SMAA_DISABLE_DIAG_DETECTION)
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} else
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e.r = 0.0; // Skip vertical processing.
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#endif
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}
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SMAA_BRANCH
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if (e.r > 0.0) { // Edge at west
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float2 d;
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// Find the distance to the top:
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float3 coords;
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coords.y = SMAASearchYUp(SMAATexturePass2D(edgesTex), SMAATexturePass2D(searchTex), offset[1].xy, offset[2].z);
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coords.x = offset[0].x; // offset[1].x = texcoord.x - 0.25 * SMAA_RT_METRICS.x;
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d.x = coords.y;
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// Fetch the top crossing edges:
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float e1 = SMAASampleLevelZero(edgesTex, coords.xy).g;
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// Find the distance to the bottom:
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coords.z = SMAASearchYDown(SMAATexturePass2D(edgesTex), SMAATexturePass2D(searchTex), offset[1].zw, offset[2].w);
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d.y = coords.z;
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// We want the distances to be in pixel units:
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d = abs(round(mad(SMAA_RT_METRICS.ww, d, -pixcoord.yy)));
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// SMAAArea below needs a sqrt, as the areas texture is compressed
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// quadratically:
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float2 sqrt_d = sqrt(d);
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// Fetch the bottom crossing edges:
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float e2 = SMAASampleLevelZeroOffset(edgesTex, coords.xz, int2(0, 1)).g;
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// Get the area for this direction:
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weights.ba = SMAAArea(SMAATexturePass2D(areaTex), sqrt_d, e1, e2, subsampleIndices.x);
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// Fix corners:
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coords.x = texcoord.x;
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SMAADetectVerticalCornerPattern(SMAATexturePass2D(edgesTex), weights.ba, coords.xyxz, d);
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}
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return weights;
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}
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void main() {
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// gl_FragColor = vec4(col);
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}
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34
raw/smaa_pass/smaa_blend_weight.vert.glsl
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raw/smaa_pass/smaa_blend_weight.vert.glsl
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#version 450
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#ifdef GL_ES
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precision highp float;
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#endif
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in vec2 pos;
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out vec2 texCoord;
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const vec2 madd = vec2(0.5, 0.5);
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// Blend Weight Calculation Vertex Shader
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void SMAABlendingWeightCalculationVS(float2 texcoord, out float2 pixcoord, out float4 offset[3]) {
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pixcoord = texcoord * SMAA_RT_METRICS.zw;
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// We will use these offsets for the searches later on (see @PSEUDO_GATHER4):
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offset[0] = mad(SMAA_RT_METRICS.xyxy, float4(-0.25, -0.125, 1.25, -0.125), texcoord.xyxy);
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offset[1] = mad(SMAA_RT_METRICS.xyxy, float4(-0.125, -0.25, -0.125, 1.25), texcoord.xyxy);
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// And these for the searches, they indicate the ends of the loops:
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offset[2] = mad(SMAA_RT_METRICS.xxyy,
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float4(-2.0, 2.0, -2.0, 2.0) * float(SMAA_MAX_SEARCH_STEPS),
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float4(offset[0].xz, offset[1].yw));
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}
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void main() {
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// Scale vertex attribute to [0-1] range
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texCoord = pos.xy * madd + madd;
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gl_Position = vec4(pos.xy, 0.0, 1.0);
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}
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raw/smaa_pass/smaa_edge_detect.frag.glsl
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raw/smaa_pass/smaa_edge_detect.frag.glsl
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#version 450
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#ifdef GL_ES
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precision mediump float;
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#endif
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uniform sampler2D tex;
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in vec2 texCoord;
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// Edge Detection Pixel Shaders (First Pass)
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/**
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* Luma Edge Detection
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*
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* IMPORTANT NOTICE: luma edge detection requires gamma-corrected colors, and
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* thus 'colorTex' should be a non-sRGB texture.
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*/
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float2 SMAALumaEdgeDetectionPS(float2 texcoord,
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float4 offset[3],
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SMAATexture2D(colorTex)
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#if SMAA_PREDICATION
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, SMAATexture2D(predicationTex)
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#endif
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) {
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// Calculate the threshold:
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#if SMAA_PREDICATION
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float2 threshold = SMAACalculatePredicatedThreshold(texcoord, offset, SMAATexturePass2D(predicationTex));
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#else
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float2 threshold = float2(SMAA_THRESHOLD, SMAA_THRESHOLD);
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#endif
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// Calculate lumas:
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float3 weights = float3(0.2126, 0.7152, 0.0722);
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float L = dot(SMAASamplePoint(colorTex, texcoord).rgb, weights);
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float Lleft = dot(SMAASamplePoint(colorTex, offset[0].xy).rgb, weights);
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float Ltop = dot(SMAASamplePoint(colorTex, offset[0].zw).rgb, weights);
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// We do the usual threshold:
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float4 delta;
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delta.xy = abs(L - float2(Lleft, Ltop));
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float2 edges = step(threshold, delta.xy);
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// Then discard if there is no edge:
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if (dot(edges, float2(1.0, 1.0)) == 0.0)
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discard;
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// Calculate right and bottom deltas:
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float Lright = dot(SMAASamplePoint(colorTex, offset[1].xy).rgb, weights);
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float Lbottom = dot(SMAASamplePoint(colorTex, offset[1].zw).rgb, weights);
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delta.zw = abs(L - float2(Lright, Lbottom));
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// Calculate the maximum delta in the direct neighborhood:
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float2 maxDelta = max(delta.xy, delta.zw);
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// Calculate left-left and top-top deltas:
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float Lleftleft = dot(SMAASamplePoint(colorTex, offset[2].xy).rgb, weights);
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float Ltoptop = dot(SMAASamplePoint(colorTex, offset[2].zw).rgb, weights);
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delta.zw = abs(float2(Lleft, Ltop) - float2(Lleftleft, Ltoptop));
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// Calculate the final maximum delta:
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maxDelta = max(maxDelta.xy, delta.zw);
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float finalDelta = max(maxDelta.x, maxDelta.y);
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// Local contrast adaptation:
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edges.xy *= step(finalDelta, SMAA_LOCAL_CONTRAST_ADAPTATION_FACTOR * delta.xy);
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return edges;
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}
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/**
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* Color Edge Detection
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*
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* IMPORTANT NOTICE: color edge detection requires gamma-corrected colors, and
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* thus 'colorTex' should be a non-sRGB texture.
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*/
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float2 SMAAColorEdgeDetectionPS(float2 texcoord,
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float4 offset[3],
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SMAATexture2D(colorTex)
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#if SMAA_PREDICATION
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, SMAATexture2D(predicationTex)
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#endif
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) {
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// Calculate the threshold:
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#if SMAA_PREDICATION
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float2 threshold = SMAACalculatePredicatedThreshold(texcoord, offset, predicationTex);
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#else
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float2 threshold = float2(SMAA_THRESHOLD, SMAA_THRESHOLD);
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#endif
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// Calculate color deltas:
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float4 delta;
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float3 C = SMAASamplePoint(colorTex, texcoord).rgb;
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float3 Cleft = SMAASamplePoint(colorTex, offset[0].xy).rgb;
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float3 t = abs(C - Cleft);
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delta.x = max(max(t.r, t.g), t.b);
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float3 Ctop = SMAASamplePoint(colorTex, offset[0].zw).rgb;
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t = abs(C - Ctop);
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delta.y = max(max(t.r, t.g), t.b);
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// We do the usual threshold:
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float2 edges = step(threshold, delta.xy);
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// Then discard if there is no edge:
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if (dot(edges, float2(1.0, 1.0)) == 0.0)
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discard;
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// Calculate right and bottom deltas:
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float3 Cright = SMAASamplePoint(colorTex, offset[1].xy).rgb;
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t = abs(C - Cright);
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delta.z = max(max(t.r, t.g), t.b);
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float3 Cbottom = SMAASamplePoint(colorTex, offset[1].zw).rgb;
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t = abs(C - Cbottom);
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delta.w = max(max(t.r, t.g), t.b);
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// Calculate the maximum delta in the direct neighborhood:
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float2 maxDelta = max(delta.xy, delta.zw);
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// Calculate left-left and top-top deltas:
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float3 Cleftleft = SMAASamplePoint(colorTex, offset[2].xy).rgb;
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t = abs(C - Cleftleft);
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delta.z = max(max(t.r, t.g), t.b);
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float3 Ctoptop = SMAASamplePoint(colorTex, offset[2].zw).rgb;
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t = abs(C - Ctoptop);
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delta.w = max(max(t.r, t.g), t.b);
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// Calculate the final maximum delta:
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maxDelta = max(maxDelta.xy, delta.zw);
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float finalDelta = max(maxDelta.x, maxDelta.y);
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// Local contrast adaptation:
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edges.xy *= step(finalDelta, SMAA_LOCAL_CONTRAST_ADAPTATION_FACTOR * delta.xy);
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return edges;
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}
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/**
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* Depth Edge Detection
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*/
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float2 SMAADepthEdgeDetectionPS(float2 texcoord,
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float4 offset[3],
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SMAATexture2D(depthTex)) {
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float3 neighbours = SMAAGatherNeighbours(texcoord, offset, SMAATexturePass2D(depthTex));
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float2 delta = abs(neighbours.xx - float2(neighbours.y, neighbours.z));
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float2 edges = step(SMAA_DEPTH_THRESHOLD, delta);
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if (dot(edges, float2(1.0, 1.0)) == 0.0)
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discard;
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return edges;
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}
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//-----------------------------------------------------------------------------
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// Diagonal Search Functions
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#if !defined(SMAA_DISABLE_DIAG_DETECTION)
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/**
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* Allows to decode two binary values from a bilinear-filtered access.
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*/
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float2 SMAADecodeDiagBilinearAccess(float2 e) {
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// Bilinear access for fetching 'e' have a 0.25 offset, and we are
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// interested in the R and G edges:
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//
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// +---G---+-------+
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// | x o R x |
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// +-------+-------+
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//
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// Then, if one of these edge is enabled:
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// Red: (0.75 * X + 0.25 * 1) => 0.25 or 1.0
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// Green: (0.75 * 1 + 0.25 * X) => 0.75 or 1.0
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//
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// This function will unpack the values (mad + mul + round):
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// wolframalpha.com: round(x * abs(5 * x - 5 * 0.75)) plot 0 to 1
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e.r = e.r * abs(5.0 * e.r - 5.0 * 0.75);
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return round(e);
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}
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float4 SMAADecodeDiagBilinearAccess(float4 e) {
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e.rb = e.rb * abs(5.0 * e.rb - 5.0 * 0.75);
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return round(e);
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}
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/**
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* These functions allows to perform diagonal pattern searches.
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*/
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float2 SMAASearchDiag1(SMAATexture2D(edgesTex), float2 texcoord, float2 dir, out float2 e) {
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float4 coord = float4(texcoord, -1.0, 1.0);
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float3 t = float3(SMAA_RT_METRICS.xy, 1.0);
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while (coord.z < float(SMAA_MAX_SEARCH_STEPS_DIAG - 1) &&
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coord.w > 0.9) {
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coord.xyz = mad(t, float3(dir, 1.0), coord.xyz);
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e = SMAASampleLevelZero(edgesTex, coord.xy).rg;
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coord.w = dot(e, float2(0.5, 0.5));
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}
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return coord.zw;
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}
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float2 SMAASearchDiag2(SMAATexture2D(edgesTex), float2 texcoord, float2 dir, out float2 e) {
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float4 coord = float4(texcoord, -1.0, 1.0);
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coord.x += 0.25 * SMAA_RT_METRICS.x; // See @SearchDiag2Optimization
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float3 t = float3(SMAA_RT_METRICS.xy, 1.0);
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while (coord.z < float(SMAA_MAX_SEARCH_STEPS_DIAG - 1) &&
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coord.w > 0.9) {
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coord.xyz = mad(t, float3(dir, 1.0), coord.xyz);
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// @SearchDiag2Optimization
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// Fetch both edges at once using bilinear filtering:
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e = SMAASampleLevelZero(edgesTex, coord.xy).rg;
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e = SMAADecodeDiagBilinearAccess(e);
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// Non-optimized version:
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// e.g = SMAASampleLevelZero(edgesTex, coord.xy).g;
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// e.r = SMAASampleLevelZeroOffset(edgesTex, coord.xy, int2(1, 0)).r;
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coord.w = dot(e, float2(0.5, 0.5));
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}
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return coord.zw;
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}
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/**
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* Similar to SMAAArea, this calculates the area corresponding to a certain
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* diagonal distance and crossing edges 'e'.
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*/
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float2 SMAAAreaDiag(SMAATexture2D(areaTex), float2 dist, float2 e, float offset) {
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float2 texcoord = mad(float2(SMAA_AREATEX_MAX_DISTANCE_DIAG, SMAA_AREATEX_MAX_DISTANCE_DIAG), e, dist);
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// We do a scale and bias for mapping to texel space:
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texcoord = mad(SMAA_AREATEX_PIXEL_SIZE, texcoord, 0.5 * SMAA_AREATEX_PIXEL_SIZE);
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// Diagonal areas are on the second half of the texture:
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texcoord.x += 0.5;
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// Move to proper place, according to the subpixel offset:
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texcoord.y += SMAA_AREATEX_SUBTEX_SIZE * offset;
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// Do it!
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return SMAA_AREATEX_SELECT(SMAASampleLevelZero(areaTex, texcoord));
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}
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/**
|
||||
* This searches for diagonal patterns and returns the corresponding weights.
|
||||
*/
|
||||
float2 SMAACalculateDiagWeights(SMAATexture2D(edgesTex), SMAATexture2D(areaTex), float2 texcoord, float2 e, float4 subsampleIndices) {
|
||||
float2 weights = float2(0.0, 0.0);
|
||||
|
||||
// Search for the line ends:
|
||||
float4 d;
|
||||
float2 end;
|
||||
if (e.r > 0.0) {
|
||||
d.xz = SMAASearchDiag1(SMAATexturePass2D(edgesTex), texcoord, float2(-1.0, 1.0), end);
|
||||
d.x += float(end.y > 0.9);
|
||||
} else
|
||||
d.xz = float2(0.0, 0.0);
|
||||
d.yw = SMAASearchDiag1(SMAATexturePass2D(edgesTex), texcoord, float2(1.0, -1.0), end);
|
||||
|
||||
SMAA_BRANCH
|
||||
if (d.x + d.y > 2.0) { // d.x + d.y + 1 > 3
|
||||
// Fetch the crossing edges:
|
||||
float4 coords = mad(float4(-d.x + 0.25, d.x, d.y, -d.y - 0.25), SMAA_RT_METRICS.xyxy, texcoord.xyxy);
|
||||
float4 c;
|
||||
c.xy = SMAASampleLevelZeroOffset(edgesTex, coords.xy, int2(-1, 0)).rg;
|
||||
c.zw = SMAASampleLevelZeroOffset(edgesTex, coords.zw, int2( 1, 0)).rg;
|
||||
c.yxwz = SMAADecodeDiagBilinearAccess(c.xyzw);
|
||||
|
||||
// Non-optimized version:
|
||||
// float4 coords = mad(float4(-d.x, d.x, d.y, -d.y), SMAA_RT_METRICS.xyxy, texcoord.xyxy);
|
||||
// float4 c;
|
||||
// c.x = SMAASampleLevelZeroOffset(edgesTex, coords.xy, int2(-1, 0)).g;
|
||||
// c.y = SMAASampleLevelZeroOffset(edgesTex, coords.xy, int2( 0, 0)).r;
|
||||
// c.z = SMAASampleLevelZeroOffset(edgesTex, coords.zw, int2( 1, 0)).g;
|
||||
// c.w = SMAASampleLevelZeroOffset(edgesTex, coords.zw, int2( 1, -1)).r;
|
||||
|
||||
// Merge crossing edges at each side into a single value:
|
||||
float2 cc = mad(float2(2.0, 2.0), c.xz, c.yw);
|
||||
|
||||
// Remove the crossing edge if we didn't found the end of the line:
|
||||
SMAAMovc(bool2(step(0.9, d.zw)), cc, float2(0.0, 0.0));
|
||||
|
||||
// Fetch the areas for this line:
|
||||
weights += SMAAAreaDiag(SMAATexturePass2D(areaTex), d.xy, cc, subsampleIndices.z);
|
||||
}
|
||||
|
||||
// Search for the line ends:
|
||||
d.xz = SMAASearchDiag2(SMAATexturePass2D(edgesTex), texcoord, float2(-1.0, -1.0), end);
|
||||
if (SMAASampleLevelZeroOffset(edgesTex, texcoord, int2(1, 0)).r > 0.0) {
|
||||
d.yw = SMAASearchDiag2(SMAATexturePass2D(edgesTex), texcoord, float2(1.0, 1.0), end);
|
||||
d.y += float(end.y > 0.9);
|
||||
} else
|
||||
d.yw = float2(0.0, 0.0);
|
||||
|
||||
SMAA_BRANCH
|
||||
if (d.x + d.y > 2.0) { // d.x + d.y + 1 > 3
|
||||
// Fetch the crossing edges:
|
||||
float4 coords = mad(float4(-d.x, -d.x, d.y, d.y), SMAA_RT_METRICS.xyxy, texcoord.xyxy);
|
||||
float4 c;
|
||||
c.x = SMAASampleLevelZeroOffset(edgesTex, coords.xy, int2(-1, 0)).g;
|
||||
c.y = SMAASampleLevelZeroOffset(edgesTex, coords.xy, int2( 0, -1)).r;
|
||||
c.zw = SMAASampleLevelZeroOffset(edgesTex, coords.zw, int2( 1, 0)).gr;
|
||||
float2 cc = mad(float2(2.0, 2.0), c.xz, c.yw);
|
||||
|
||||
// Remove the crossing edge if we didn't found the end of the line:
|
||||
SMAAMovc(bool2(step(0.9, d.zw)), cc, float2(0.0, 0.0));
|
||||
|
||||
// Fetch the areas for this line:
|
||||
weights += SMAAAreaDiag(SMAATexturePass2D(areaTex), d.xy, cc, subsampleIndices.w).gr;
|
||||
}
|
||||
|
||||
return weights;
|
||||
}
|
||||
#endif
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Horizontal/Vertical Search Functions
|
||||
|
||||
/**
|
||||
* This allows to determine how much length should we add in the last step
|
||||
* of the searches. It takes the bilinearly interpolated edge (see
|
||||
* @PSEUDO_GATHER4), and adds 0, 1 or 2, depending on which edges and
|
||||
* crossing edges are active.
|
||||
*/
|
||||
float SMAASearchLength(SMAATexture2D(searchTex), float2 e, float offset) {
|
||||
// The texture is flipped vertically, with left and right cases taking half
|
||||
// of the space horizontally:
|
||||
float2 scale = SMAA_SEARCHTEX_SIZE * float2(0.5, -1.0);
|
||||
float2 bias = SMAA_SEARCHTEX_SIZE * float2(offset, 1.0);
|
||||
|
||||
// Scale and bias to access texel centers:
|
||||
scale += float2(-1.0, 1.0);
|
||||
bias += float2( 0.5, -0.5);
|
||||
|
||||
// Convert from pixel coordinates to texcoords:
|
||||
// (We use SMAA_SEARCHTEX_PACKED_SIZE because the texture is cropped)
|
||||
scale *= 1.0 / SMAA_SEARCHTEX_PACKED_SIZE;
|
||||
bias *= 1.0 / SMAA_SEARCHTEX_PACKED_SIZE;
|
||||
|
||||
// Lookup the search texture:
|
||||
return SMAA_SEARCHTEX_SELECT(SMAASampleLevelZero(searchTex, mad(scale, e, bias)));
|
||||
}
|
||||
|
||||
/**
|
||||
* Horizontal/vertical search functions for the 2nd pass.
|
||||
*/
|
||||
float SMAASearchXLeft(SMAATexture2D(edgesTex), SMAATexture2D(searchTex), float2 texcoord, float end) {
|
||||
/**
|
||||
* @PSEUDO_GATHER4
|
||||
* This texcoord has been offset by (-0.25, -0.125) in the vertex shader to
|
||||
* sample between edge, thus fetching four edges in a row.
|
||||
* Sampling with different offsets in each direction allows to disambiguate
|
||||
* which edges are active from the four fetched ones.
|
||||
*/
|
||||
float2 e = float2(0.0, 1.0);
|
||||
while (texcoord.x > end &&
|
||||
e.g > 0.8281 && // Is there some edge not activated?
|
||||
e.r == 0.0) { // Or is there a crossing edge that breaks the line?
|
||||
e = SMAASampleLevelZero(edgesTex, texcoord).rg;
|
||||
texcoord = mad(-float2(2.0, 0.0), SMAA_RT_METRICS.xy, texcoord);
|
||||
}
|
||||
|
||||
float offset = mad(-(255.0 / 127.0), SMAASearchLength(SMAATexturePass2D(searchTex), e, 0.0), 3.25);
|
||||
return mad(SMAA_RT_METRICS.x, offset, texcoord.x);
|
||||
|
||||
// Non-optimized version:
|
||||
// We correct the previous (-0.25, -0.125) offset we applied:
|
||||
// texcoord.x += 0.25 * SMAA_RT_METRICS.x;
|
||||
|
||||
// The searches are bias by 1, so adjust the coords accordingly:
|
||||
// texcoord.x += SMAA_RT_METRICS.x;
|
||||
|
||||
// Disambiguate the length added by the last step:
|
||||
// texcoord.x += 2.0 * SMAA_RT_METRICS.x; // Undo last step
|
||||
// texcoord.x -= SMAA_RT_METRICS.x * (255.0 / 127.0) * SMAASearchLength(SMAATexturePass2D(searchTex), e, 0.0);
|
||||
// return mad(SMAA_RT_METRICS.x, offset, texcoord.x);
|
||||
}
|
||||
|
||||
float SMAASearchXRight(SMAATexture2D(edgesTex), SMAATexture2D(searchTex), float2 texcoord, float end) {
|
||||
float2 e = float2(0.0, 1.0);
|
||||
while (texcoord.x < end &&
|
||||
e.g > 0.8281 && // Is there some edge not activated?
|
||||
e.r == 0.0) { // Or is there a crossing edge that breaks the line?
|
||||
e = SMAASampleLevelZero(edgesTex, texcoord).rg;
|
||||
texcoord = mad(float2(2.0, 0.0), SMAA_RT_METRICS.xy, texcoord);
|
||||
}
|
||||
float offset = mad(-(255.0 / 127.0), SMAASearchLength(SMAATexturePass2D(searchTex), e, 0.5), 3.25);
|
||||
return mad(-SMAA_RT_METRICS.x, offset, texcoord.x);
|
||||
}
|
||||
|
||||
float SMAASearchYUp(SMAATexture2D(edgesTex), SMAATexture2D(searchTex), float2 texcoord, float end) {
|
||||
float2 e = float2(1.0, 0.0);
|
||||
while (texcoord.y > end &&
|
||||
e.r > 0.8281 && // Is there some edge not activated?
|
||||
e.g == 0.0) { // Or is there a crossing edge that breaks the line?
|
||||
e = SMAASampleLevelZero(edgesTex, texcoord).rg;
|
||||
texcoord = mad(-float2(0.0, 2.0), SMAA_RT_METRICS.xy, texcoord);
|
||||
}
|
||||
float offset = mad(-(255.0 / 127.0), SMAASearchLength(SMAATexturePass2D(searchTex), e.gr, 0.0), 3.25);
|
||||
return mad(SMAA_RT_METRICS.y, offset, texcoord.y);
|
||||
}
|
||||
|
||||
float SMAASearchYDown(SMAATexture2D(edgesTex), SMAATexture2D(searchTex), float2 texcoord, float end) {
|
||||
float2 e = float2(1.0, 0.0);
|
||||
while (texcoord.y < end &&
|
||||
e.r > 0.8281 && // Is there some edge not activated?
|
||||
e.g == 0.0) { // Or is there a crossing edge that breaks the line?
|
||||
e = SMAASampleLevelZero(edgesTex, texcoord).rg;
|
||||
texcoord = mad(float2(0.0, 2.0), SMAA_RT_METRICS.xy, texcoord);
|
||||
}
|
||||
float offset = mad(-(255.0 / 127.0), SMAASearchLength(SMAATexturePass2D(searchTex), e.gr, 0.5), 3.25);
|
||||
return mad(-SMAA_RT_METRICS.y, offset, texcoord.y);
|
||||
}
|
||||
|
||||
/**
|
||||
* Ok, we have the distance and both crossing edges. So, what are the areas
|
||||
* at each side of current edge?
|
||||
*/
|
||||
float2 SMAAArea(SMAATexture2D(areaTex), float2 dist, float e1, float e2, float offset) {
|
||||
// Rounding prevents precision errors of bilinear filtering:
|
||||
float2 texcoord = mad(float2(SMAA_AREATEX_MAX_DISTANCE, SMAA_AREATEX_MAX_DISTANCE), round(4.0 * float2(e1, e2)), dist);
|
||||
|
||||
// We do a scale and bias for mapping to texel space:
|
||||
texcoord = mad(SMAA_AREATEX_PIXEL_SIZE, texcoord, 0.5 * SMAA_AREATEX_PIXEL_SIZE);
|
||||
|
||||
// Move to proper place, according to the subpixel offset:
|
||||
texcoord.y = mad(SMAA_AREATEX_SUBTEX_SIZE, offset, texcoord.y);
|
||||
|
||||
// Do it!
|
||||
return SMAA_AREATEX_SELECT(SMAASampleLevelZero(areaTex, texcoord));
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Corner Detection Functions
|
||||
|
||||
void SMAADetectHorizontalCornerPattern(SMAATexture2D(edgesTex), inout float2 weights, float4 texcoord, float2 d) {
|
||||
#if !defined(SMAA_DISABLE_CORNER_DETECTION)
|
||||
float2 leftRight = step(d.xy, d.yx);
|
||||
float2 rounding = (1.0 - SMAA_CORNER_ROUNDING_NORM) * leftRight;
|
||||
|
||||
rounding /= leftRight.x + leftRight.y; // Reduce blending for pixels in the center of a line.
|
||||
|
||||
float2 factor = float2(1.0, 1.0);
|
||||
factor.x -= rounding.x * SMAASampleLevelZeroOffset(edgesTex, texcoord.xy, int2(0, 1)).r;
|
||||
factor.x -= rounding.y * SMAASampleLevelZeroOffset(edgesTex, texcoord.zw, int2(1, 1)).r;
|
||||
factor.y -= rounding.x * SMAASampleLevelZeroOffset(edgesTex, texcoord.xy, int2(0, -2)).r;
|
||||
factor.y -= rounding.y * SMAASampleLevelZeroOffset(edgesTex, texcoord.zw, int2(1, -2)).r;
|
||||
|
||||
weights *= saturate(factor);
|
||||
#endif
|
||||
}
|
||||
|
||||
void SMAADetectVerticalCornerPattern(SMAATexture2D(edgesTex), inout float2 weights, float4 texcoord, float2 d) {
|
||||
#if !defined(SMAA_DISABLE_CORNER_DETECTION)
|
||||
float2 leftRight = step(d.xy, d.yx);
|
||||
float2 rounding = (1.0 - SMAA_CORNER_ROUNDING_NORM) * leftRight;
|
||||
|
||||
rounding /= leftRight.x + leftRight.y;
|
||||
|
||||
float2 factor = float2(1.0, 1.0);
|
||||
factor.x -= rounding.x * SMAASampleLevelZeroOffset(edgesTex, texcoord.xy, int2( 1, 0)).g;
|
||||
factor.x -= rounding.y * SMAASampleLevelZeroOffset(edgesTex, texcoord.zw, int2( 1, 1)).g;
|
||||
factor.y -= rounding.x * SMAASampleLevelZeroOffset(edgesTex, texcoord.xy, int2(-2, 0)).g;
|
||||
factor.y -= rounding.y * SMAASampleLevelZeroOffset(edgesTex, texcoord.zw, int2(-2, 1)).g;
|
||||
|
||||
weights *= saturate(factor);
|
||||
#endif
|
||||
}
|
||||
|
||||
|
||||
void main() {
|
||||
// gl_FragColor = vec4(col);
|
||||
}
|
27
raw/smaa_pass/smaa_edge_detect.vert.glsl
Normal file
27
raw/smaa_pass/smaa_edge_detect.vert.glsl
Normal file
|
@ -0,0 +1,27 @@
|
|||
#version 450
|
||||
|
||||
#ifdef GL_ES
|
||||
precision highp float;
|
||||
#endif
|
||||
|
||||
in vec2 pos;
|
||||
|
||||
out vec2 texCoord;
|
||||
|
||||
const vec2 madd = vec2(0.5, 0.5);
|
||||
|
||||
|
||||
// Edge Detection Vertex Shader
|
||||
void SMAAEdgeDetectionVS(float2 texcoord, out float4 offset[3]) {
|
||||
offset[0] = mad(SMAA_RT_METRICS.xyxy, float4(-1.0, 0.0, 0.0, -1.0), texcoord.xyxy);
|
||||
offset[1] = mad(SMAA_RT_METRICS.xyxy, float4( 1.0, 0.0, 0.0, 1.0), texcoord.xyxy);
|
||||
offset[2] = mad(SMAA_RT_METRICS.xyxy, float4(-2.0, 0.0, 0.0, -2.0), texcoord.xyxy);
|
||||
}
|
||||
|
||||
|
||||
void main() {
|
||||
// Scale vertex attribute to [0-1] range
|
||||
texCoord = pos.xy * madd + madd;
|
||||
|
||||
gl_Position = vec4(pos.xy, 0.0, 1.0);
|
||||
}
|
77
raw/smaa_pass/smaa_neighborhood_blending.frag.glsl
Normal file
77
raw/smaa_pass/smaa_neighborhood_blending.frag.glsl
Normal file
|
@ -0,0 +1,77 @@
|
|||
#version 450
|
||||
|
||||
#ifdef GL_ES
|
||||
precision mediump float;
|
||||
#endif
|
||||
|
||||
|
||||
uniform sampler2D tex;
|
||||
|
||||
in vec2 texCoord;
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Neighborhood Blending Pixel Shader (Third Pass)
|
||||
|
||||
float4 SMAANeighborhoodBlendingPS(float2 texcoord,
|
||||
float4 offset,
|
||||
SMAATexture2D(colorTex),
|
||||
SMAATexture2D(blendTex)
|
||||
#if SMAA_REPROJECTION
|
||||
, SMAATexture2D(velocityTex)
|
||||
#endif
|
||||
) {
|
||||
// Fetch the blending weights for current pixel:
|
||||
float4 a;
|
||||
a.x = SMAASample(blendTex, offset.xy).a; // Right
|
||||
a.y = SMAASample(blendTex, offset.zw).g; // Top
|
||||
a.wz = SMAASample(blendTex, texcoord).xz; // Bottom / Left
|
||||
|
||||
// Is there any blending weight with a value greater than 0.0?
|
||||
SMAA_BRANCH
|
||||
if (dot(a, float4(1.0, 1.0, 1.0, 1.0)) < 1e-5) {
|
||||
float4 color = SMAASampleLevelZero(colorTex, texcoord);
|
||||
|
||||
#if SMAA_REPROJECTION
|
||||
float2 velocity = SMAA_DECODE_VELOCITY(SMAASampleLevelZero(velocityTex, texcoord));
|
||||
|
||||
// Pack velocity into the alpha channel:
|
||||
color.a = sqrt(5.0 * length(velocity));
|
||||
#endif
|
||||
|
||||
return color;
|
||||
} else {
|
||||
bool h = max(a.x, a.z) > max(a.y, a.w); // max(horizontal) > max(vertical)
|
||||
|
||||
// Calculate the blending offsets:
|
||||
float4 blendingOffset = float4(0.0, a.y, 0.0, a.w);
|
||||
float2 blendingWeight = a.yw;
|
||||
SMAAMovc(bool4(h, h, h, h), blendingOffset, float4(a.x, 0.0, a.z, 0.0));
|
||||
SMAAMovc(bool2(h, h), blendingWeight, a.xz);
|
||||
blendingWeight /= dot(blendingWeight, float2(1.0, 1.0));
|
||||
|
||||
// Calculate the texture coordinates:
|
||||
float4 blendingCoord = mad(blendingOffset, float4(SMAA_RT_METRICS.xy, -SMAA_RT_METRICS.xy), texcoord.xyxy);
|
||||
|
||||
// We exploit bilinear filtering to mix current pixel with the chosen
|
||||
// neighbor:
|
||||
float4 color = blendingWeight.x * SMAASampleLevelZero(colorTex, blendingCoord.xy);
|
||||
color += blendingWeight.y * SMAASampleLevelZero(colorTex, blendingCoord.zw);
|
||||
|
||||
#if SMAA_REPROJECTION
|
||||
// Antialias velocity for proper reprojection in a later stage:
|
||||
float2 velocity = blendingWeight.x * SMAA_DECODE_VELOCITY(SMAASampleLevelZero(velocityTex, blendingCoord.xy));
|
||||
velocity += blendingWeight.y * SMAA_DECODE_VELOCITY(SMAASampleLevelZero(velocityTex, blendingCoord.zw));
|
||||
|
||||
// Pack velocity into the alpha channel:
|
||||
color.a = sqrt(5.0 * length(velocity));
|
||||
#endif
|
||||
|
||||
return color;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void main() {
|
||||
// gl_FragColor = vec4(col);
|
||||
}
|
25
raw/smaa_pass/smaa_neighborhood_blending.vert.glsl
Normal file
25
raw/smaa_pass/smaa_neighborhood_blending.vert.glsl
Normal file
|
@ -0,0 +1,25 @@
|
|||
#version 450
|
||||
|
||||
#ifdef GL_ES
|
||||
precision highp float;
|
||||
#endif
|
||||
|
||||
in vec2 pos;
|
||||
|
||||
out vec2 texCoord;
|
||||
|
||||
const vec2 madd = vec2(0.5, 0.5);
|
||||
|
||||
|
||||
// Neighborhood Blending Vertex Shader
|
||||
void SMAANeighborhoodBlendingVS(float2 texcoord, out float4 offset) {
|
||||
offset = mad(SMAA_RT_METRICS.xyxy, float4( 1.0, 0.0, 0.0, 1.0), texcoord.xyxy);
|
||||
}
|
||||
|
||||
|
||||
void main() {
|
||||
// Scale vertex attribute to [0-1] range
|
||||
texCoord = pos.xy * madd + madd;
|
||||
|
||||
gl_Position = vec4(pos.xy, 0.0, 1.0);
|
||||
}
|
164
raw/smaa_pass/smaa_pass.frag.glsl
Normal file
164
raw/smaa_pass/smaa_pass.frag.glsl
Normal file
|
@ -0,0 +1,164 @@
|
|||
/**
|
||||
* Copyright (C) 2013 Jorge Jimenez (jorge@iryoku.com)
|
||||
* Copyright (C) 2013 Jose I. Echevarria (joseignacioechevarria@gmail.com)
|
||||
* Copyright (C) 2013 Belen Masia (bmasia@unizar.es)
|
||||
* Copyright (C) 2013 Fernando Navarro (fernandn@microsoft.com)
|
||||
* Copyright (C) 2013 Diego Gutierrez (diegog@unizar.es)
|
||||
*
|
||||
* Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
* this software and associated documentation files (the "Software"), to deal in
|
||||
* the Software without restriction, including without limitation the rights to
|
||||
* use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
|
||||
* of the Software, and to permit persons to whom the Software is furnished to
|
||||
* do so, subject to the following conditions:
|
||||
*
|
||||
* The above copyright notice and this permission notice shall be included in
|
||||
* all copies or substantial portions of the Software. As clarification, there
|
||||
* is no requirement that the copyright notice and permission be included in
|
||||
* binary distributions of the Software.
|
||||
*
|
||||
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
* SOFTWARE.
|
||||
*/
|
||||
|
||||
|
||||
/**
|
||||
* _______ ___ ___ ___ ___
|
||||
* / || \/ | / \ / \
|
||||
* | (---- | \ / | / ^ \ / ^ \
|
||||
* \ \ | |\/| | / /_\ \ / /_\ \
|
||||
* ----) | | | | | / _____ \ / _____ \
|
||||
* |_______/ |__| |__| /__/ \__\ /__/ \__\
|
||||
*
|
||||
* E N H A N C E D
|
||||
* S U B P I X E L M O R P H O L O G I C A L A N T I A L I A S I N G
|
||||
*
|
||||
* http://www.iryoku.com/smaa/
|
||||
*/
|
||||
|
||||
#version 450
|
||||
|
||||
#ifdef GL_ES
|
||||
precision mediump float;
|
||||
#endif
|
||||
|
||||
#define SMAA_RT_METRICS vec4(1.0 / 800.0, 1.0 / 600.0, 800.0, 600.0)
|
||||
// #define SMAA_GLSL_3
|
||||
#define SMAA_PRESET_HIGH
|
||||
// #include "SMAA.h"
|
||||
|
||||
// #define SMAA_AREATEX_SELECT(sample) sample.rg
|
||||
// #define SMAA_SEARCHTEX_SELECT(sample) sample.r
|
||||
// #define SMAA_DECODE_VELOCITY(sample) sample.rg
|
||||
|
||||
// #if defined(SMAA_PRESET_LOW)
|
||||
// #define SMAA_THRESHOLD 0.15
|
||||
// #define SMAA_MAX_SEARCH_STEPS 4
|
||||
// #define SMAA_DISABLE_DIAG_DETECTION
|
||||
// #define SMAA_DISABLE_CORNER_DETECTION
|
||||
// #elif defined(SMAA_PRESET_MEDIUM)
|
||||
// #define SMAA_THRESHOLD 0.1
|
||||
// #define SMAA_MAX_SEARCH_STEPS 8
|
||||
// #define SMAA_DISABLE_DIAG_DETECTION
|
||||
// #define SMAA_DISABLE_CORNER_DETECTION
|
||||
// #elif defined(SMAA_PRESET_HIGH)
|
||||
#define SMAA_THRESHOLD 0.1
|
||||
#define SMAA_DEPTH_THRESHOLD (0.1 * SMAA_THRESHOLD) // For depth edge detection, depends on the depth range of the scene
|
||||
#define SMAA_MAX_SEARCH_STEPS 16
|
||||
// Define SMAA_DISABLE_DIAG_DETECTION to disable diagonal processing
|
||||
#define SMAA_MAX_SEARCH_STEPS_DIAG 8
|
||||
// Define SMAA_DISABLE_CORNER_DETECTION to disable corner processing
|
||||
#define SMAA_CORNER_ROUNDING 25
|
||||
// If there is an neighbor edge that has SMAA_LOCAL_CONTRAST_FACTOR times bigger contrast than current edge, current edge will be discarded
|
||||
#define SMAA_LOCAL_CONTRAST_ADAPTATION_FACTOR 2.0
|
||||
// Predicated thresholding allows to better preserve texture details and to improve performance
|
||||
#define SMAA_PREDICATION 0
|
||||
// Threshold to be used in the additional predication buffer
|
||||
#define SMAA_PREDICATION_THRESHOLD 0.01
|
||||
// How much to scale the global threshold used for luma or color edge detection when using predication
|
||||
#define SMAA_PREDICATION_SCALE 2.0
|
||||
// How much to locally decrease the threshold
|
||||
#define SMAA_PREDICATION_STRENGTH 0.4
|
||||
// Temporal reprojection allows to remove ghosting artifacts when using temporal supersampling
|
||||
#define SMAA_REPROJECTION 0
|
||||
// SMAA_REPROJECTION_WEIGHT_SCALE controls the velocity weighting
|
||||
#define SMAA_REPROJECTION_WEIGHT_SCALE 30.0
|
||||
// #elif defined(SMAA_PRESET_ULTRA)
|
||||
// #define SMAA_THRESHOLD 0.05
|
||||
// #define SMAA_MAX_SEARCH_STEPS 32
|
||||
// #define SMAA_MAX_SEARCH_STEPS_DIAG 16
|
||||
// #define SMAA_CORNER_ROUNDING 25
|
||||
// #endif
|
||||
|
||||
// Non-Configurable Defines
|
||||
#define SMAA_AREATEX_MAX_DISTANCE 16
|
||||
#define SMAA_AREATEX_MAX_DISTANCE_DIAG 20
|
||||
#define SMAA_AREATEX_PIXEL_SIZE (1.0 / vec2(160.0, 560.0))
|
||||
#define SMAA_AREATEX_SUBTEX_SIZE (1.0 / 7.0)
|
||||
#define SMAA_SEARCHTEX_SIZE vec2(66.0, 33.0)
|
||||
#define SMAA_SEARCHTEX_PACKED_SIZE vec2(64.0, 16.0)
|
||||
#define SMAA_CORNER_ROUNDING_NORM (float(SMAA_CORNER_ROUNDING) / 100.0)
|
||||
|
||||
#define SMAA_FLATTEN
|
||||
#define SMAA_BRANCH
|
||||
// #define lerp(a, b, t) mix(a, b, t)
|
||||
// #define saturate(a) clamp(a, 0.0, 1.0)
|
||||
// #define mad(a, b, c) (a * b + c)
|
||||
|
||||
uniform sampler2D tex;
|
||||
|
||||
in vec2 texCoord;
|
||||
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Misc functions
|
||||
// Gathers current pixel, and the top-left neighbors.
|
||||
float3 SMAAGatherNeighbours(float2 texcoord,
|
||||
float4 offset[3],
|
||||
SMAATexture2D(tex)) {
|
||||
#ifdef SMAAGather
|
||||
return SMAAGather(tex, texcoord + SMAA_RT_METRICS.xy * float2(-0.5, -0.5)).grb;
|
||||
#else
|
||||
float P = SMAASamplePoint(tex, texcoord).r;
|
||||
float Pleft = SMAASamplePoint(tex, offset[0].xy).r;
|
||||
float Ptop = SMAASamplePoint(tex, offset[0].zw).r;
|
||||
return float3(P, Pleft, Ptop);
|
||||
#endif
|
||||
}
|
||||
|
||||
// Adjusts the threshold by means of predication.
|
||||
float2 SMAACalculatePredicatedThreshold(float2 texcoord,
|
||||
float4 offset[3],
|
||||
SMAATexture2D(predicationTex)) {
|
||||
float3 neighbours = SMAAGatherNeighbours(texcoord, offset, SMAATexturePass2D(predicationTex));
|
||||
float2 delta = abs(neighbours.xx - neighbours.yz);
|
||||
float2 edges = step(SMAA_PREDICATION_THRESHOLD, delta);
|
||||
return SMAA_PREDICATION_SCALE * SMAA_THRESHOLD * (1.0 - SMAA_PREDICATION_STRENGTH * edges);
|
||||
}
|
||||
|
||||
// Conditional move:
|
||||
void SMAAMovc(bool2 cond, inout float2 variable, float2 value) {
|
||||
SMAA_FLATTEN if (cond.x) variable.x = value.x;
|
||||
SMAA_FLATTEN if (cond.y) variable.y = value.y;
|
||||
}
|
||||
void SMAAMovc(bool4 cond, inout float4 variable, float4 value) {
|
||||
SMAAMovc(cond.xy, variable.xy, value.xy);
|
||||
SMAAMovc(cond.zw, variable.zw, value.zw);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
void main() {
|
||||
// gl_FragColor = vec4(col);
|
||||
}
|
25
raw/smaa_pass/smaa_pass.shader.json
Executable file
25
raw/smaa_pass/smaa_pass.shader.json
Executable file
|
@ -0,0 +1,25 @@
|
|||
{
|
||||
"contexts": [
|
||||
{
|
||||
"id": "smaa_pass",
|
||||
"params": [
|
||||
{
|
||||
"id": "depth_write",
|
||||
"value": "true"
|
||||
},
|
||||
{
|
||||
"id": "compare_mode",
|
||||
"value": "always"
|
||||
},
|
||||
{
|
||||
"id": "cull_mode",
|
||||
"value": "none"
|
||||
}
|
||||
],
|
||||
"links": [],
|
||||
"texture_params": [],
|
||||
"vertex_shader": "smaa_pass.vert.glsl",
|
||||
"fragment_shader": "smaa_pass.frag.glsl"
|
||||
}
|
||||
]
|
||||
}
|
18
raw/smaa_pass/smaa_pass.vert.glsl
Normal file
18
raw/smaa_pass/smaa_pass.vert.glsl
Normal file
|
@ -0,0 +1,18 @@
|
|||
#version 450
|
||||
|
||||
#ifdef GL_ES
|
||||
precision highp float;
|
||||
#endif
|
||||
|
||||
in vec2 pos;
|
||||
|
||||
out vec2 texCoord;
|
||||
|
||||
const vec2 madd = vec2(0.5, 0.5);
|
||||
|
||||
void main() {
|
||||
// Scale vertex attribute to [0-1] range
|
||||
texCoord = pos.xy * madd + madd;
|
||||
|
||||
gl_Position = vec4(pos.xy, 0.0, 1.0);
|
||||
}
|
29
raw/smaa_pass/smaa_separate_multisamples.frag.glsl
Normal file
29
raw/smaa_pass/smaa_separate_multisamples.frag.glsl
Normal file
|
@ -0,0 +1,29 @@
|
|||
#version 450
|
||||
|
||||
#ifdef GL_ES
|
||||
precision mediump float;
|
||||
#endif
|
||||
|
||||
uniform sampler2D tex;
|
||||
|
||||
in vec2 texCoord;
|
||||
|
||||
|
||||
// Separate Multisamples Pixel Shader (Optional Pass)
|
||||
|
||||
#ifdef SMAALoad
|
||||
void SMAASeparatePS(float4 position,
|
||||
float2 texcoord,
|
||||
out float4 target0,
|
||||
out float4 target1,
|
||||
SMAATexture2DMS2(colorTexMS)) {
|
||||
int2 pos = int2(position.xy);
|
||||
target0 = SMAALoad(colorTexMS, pos, 0);
|
||||
target1 = SMAALoad(colorTexMS, pos, 1);
|
||||
}
|
||||
#endif
|
||||
|
||||
|
||||
void main() {
|
||||
// gl_FragColor = vec4(col);
|
||||
}
|
49
raw/smaa_pass/smaa_temporal_resolve.frag.glsl
Normal file
49
raw/smaa_pass/smaa_temporal_resolve.frag.glsl
Normal file
|
@ -0,0 +1,49 @@
|
|||
#version 450
|
||||
|
||||
#ifdef GL_ES
|
||||
precision mediump float;
|
||||
#endif
|
||||
|
||||
uniform sampler2D tex;
|
||||
|
||||
in vec2 texCoord;
|
||||
|
||||
|
||||
// Temporal Resolve Pixel Shader (Optional Pass)
|
||||
|
||||
float4 SMAAResolvePS(float2 texcoord,
|
||||
SMAATexture2D(currentColorTex),
|
||||
SMAATexture2D(previousColorTex)
|
||||
#if SMAA_REPROJECTION
|
||||
, SMAATexture2D(velocityTex)
|
||||
#endif
|
||||
) {
|
||||
#if SMAA_REPROJECTION
|
||||
// Velocity is assumed to be calculated for motion blur, so we need to
|
||||
// inverse it for reprojection:
|
||||
float2 velocity = -SMAA_DECODE_VELOCITY(SMAASamplePoint(velocityTex, texcoord).rg);
|
||||
|
||||
// Fetch current pixel:
|
||||
float4 current = SMAASamplePoint(currentColorTex, texcoord);
|
||||
|
||||
// Reproject current coordinates and fetch previous pixel:
|
||||
float4 previous = SMAASamplePoint(previousColorTex, texcoord + velocity);
|
||||
|
||||
// Attenuate the previous pixel if the velocity is different:
|
||||
float delta = abs(current.a * current.a - previous.a * previous.a) / 5.0;
|
||||
float weight = 0.5 * saturate(1.0 - sqrt(delta) * SMAA_REPROJECTION_WEIGHT_SCALE);
|
||||
|
||||
// Blend the pixels according to the calculated weight:
|
||||
return lerp(current, previous, weight);
|
||||
#else
|
||||
// Just blend the pixels:
|
||||
float4 current = SMAASamplePoint(currentColorTex, texcoord);
|
||||
float4 previous = SMAASamplePoint(previousColorTex, texcoord);
|
||||
return lerp(current, previous, 0.5);
|
||||
#endif
|
||||
}
|
||||
|
||||
|
||||
void main() {
|
||||
// gl_FragColor = vec4(col);
|
||||
}
|
Loading…
Reference in a new issue