Fix v dir

This commit is contained in:
luboslenco 2018-12-01 12:48:29 +01:00
parent bf639496e9
commit 302a9a32d2
6 changed files with 91 additions and 139 deletions

View file

@ -11,16 +11,11 @@
#define SMAA_CORNER_ROUNDING_NORM (float(SMAA_CORNER_ROUNDING) / 100.0)
#define SMAA_AREATEX_SELECT(sample) sample.rg
#define SMAA_SEARCHTEX_SELECT(sample) sample.r
// #define SMAA_RT_METRICS vec4(1.0 / 800.0, 1.0 / 600.0, 800.0, 600.0)
#define SMAASampleLevelZeroOffset(tex, coord, offset) textureLod(tex, coord + offset * screenSizeInv.xy, 0.0)
#define mad(a, b, c) (a * b + c)
#define saturate(a) clamp(a, 0.0, 1.0)
#define round(a) floor(a + 0.5)
// uniform sampler2D colorTex;
uniform sampler2D edgesTex;
uniform sampler2D areaTex;
uniform sampler2D searchTex;
@ -29,7 +24,6 @@ uniform vec2 screenSizeInv;
in vec2 texCoord;
in vec2 pixcoord;
// in vec4 offset[3];
in vec4 offset0;
in vec4 offset1;
in vec4 offset2;
@ -38,19 +32,18 @@ out vec4 fragColor;
// Blending Weight Calculation Pixel Shader (Second Pass)
vec2 cdw_end;
vec4 textureLodA(sampler2D tex, vec2 coord, float lod) {
#ifdef HLSL
coord.y = 1.0 - coord.y;
#endif
return textureLod(tex, coord, lod);
}
#define SMAASampleLevelZeroOffset(tex, coord, offset) textureLodA(tex, coord + offset * screenSizeInv.xy, 0.0)
//-----------------------------------------------------------------------------
// Diagonal Search Functions
// Conditional move:
// void SMAAMovc(bvec2 cond, inout vec2 variable, vec2 value) {
// /*SMAA_FLATTEN*/ if (cond.x) variable.x = value.x;
// /*SMAA_FLATTEN*/ if (cond.y) variable.y = value.y;
// }
// void SMAAMovc(bvec4 cond, inout vec4 variable, vec4 value) {
// SMAAMovc(cond.xy, variable.xy, value.xy);
// SMAAMovc(cond.zw, variable.zw, value.zw);
// }
// #if !defined(SMAA_DISABLE_DIAG_DETECTION)
/**
* Allows to decode two binary values from a bilinear-filtered access.
@ -84,14 +77,13 @@ vec4 SMAADecodeDiagBilinearAccess(vec4 e) {
vec2 SMAASearchDiag1(vec2 texcoord, vec2 dir/*, out vec2 e*/) {
vec4 coord = vec4(texcoord, -1.0, 1.0);
vec3 t = vec3(screenSizeInv.xy, 1.0);
if (coord.w <= 0.9) return coord.zw; //
if (coord.z >= float(SMAA_MAX_SEARCH_STEPS_DIAG - 1)) return coord.zw; //
while (coord.z < float(SMAA_MAX_SEARCH_STEPS_DIAG - 1) && coord.w > 0.9) {
float cw = coord.w; // TODO: krafix hlsl bug
while (coord.z < float(SMAA_MAX_SEARCH_STEPS_DIAG - 1) && cw > 0.9) {
coord.xyz = mad(t, vec3(dir, 1.0), coord.xyz);
cdw_end /*e*/ = textureLod(edgesTex, coord.xy, 0.0).rg;
coord.w = dot(cdw_end /*e*/, vec2(0.5, 0.5));
cdw_end /*e*/ = textureLodA(edgesTex, coord.xy, 0.0).rg;
cw = dot(cdw_end /*e*/, vec2(0.5, 0.5));
}
coord.w = cw;
return coord.zw;
}
@ -99,17 +91,16 @@ vec2 SMAASearchDiag2(vec2 texcoord, vec2 dir) {
vec4 coord = vec4(texcoord, -1.0, 1.0);
coord.x += 0.25 * screenSizeInv.x; // See @SearchDiag2Optimization
vec3 t = vec3(screenSizeInv.xy, 1.0);
if (coord.w <= 0.9) return coord.zw; //
if (coord.z >= float(SMAA_MAX_SEARCH_STEPS_DIAG - 1)) return coord.zw; //
while (coord.z < float(SMAA_MAX_SEARCH_STEPS_DIAG - 1) && coord.w > 0.9) {
float cw = coord.w; // TODO: krafix hlsl bug
while (coord.z < float(SMAA_MAX_SEARCH_STEPS_DIAG - 1) && cw > 0.9) {
coord.xyz = mad(t, vec3(dir, 1.0), coord.xyz);
// @SearchDiag2Optimization
// Fetch both edges at once using bilinear filtering:
cdw_end /*e*/ = textureLod(edgesTex, coord.xy, 0.0).rg;
cdw_end /*e*/ = textureLodA(edgesTex, coord.xy, 0.0).rg;
cdw_end /*e*/ = SMAADecodeDiagBilinearAccess(cdw_end /*e*/);
coord.w = dot(cdw_end /*e*/, vec2(0.5, 0.5));
cw = dot(cdw_end /*e*/, vec2(0.5, 0.5));
}
coord.w = cw;
return coord.zw;
}
@ -142,14 +133,14 @@ vec2 SMAACalculateDiagWeights(vec2 texcoord, vec2 e, vec4 subsampleIndices) {
// Search for the line ends:
vec4 d;
if (e.r > 0.0) {
d.xz = SMAASearchDiag1(/*edgesTex,*/ texcoord, vec2(-1.0, 1.0)/*, cdw_end*/);
d.xz = SMAASearchDiag1(texcoord, vec2(-1.0, 1.0)/*, cdw_end*/);
float dadd = cdw_end.y > 0.9 ? 1.0 : 0.0;
d.x += dadd;
}
else {
d.xz = vec2(0.0, 0.0);
}
d.yw = SMAASearchDiag1(/*edgesTex,*/ texcoord, vec2(1.0, -1.0)/*, cdw_end*/);
d.yw = SMAASearchDiag1(texcoord, vec2(1.0, -1.0)/*, cdw_end*/);
//SMAA_BRANCH
if (d.x + d.y > 2.0) { // d.x + d.y + 1 > 3
@ -172,13 +163,13 @@ vec2 SMAACalculateDiagWeights(vec2 texcoord, vec2 e, vec4 subsampleIndices) {
if (a1condy == 1.0) cc.y = 0.0;
// Fetch the areas for this line:
weights += SMAAAreaDiag(/*areaTex,*/ d.xy, cc, subsampleIndices.z);
weights += SMAAAreaDiag(d.xy, cc, subsampleIndices.z);
}
// Search for the line ends:
d.xz = SMAASearchDiag2(/*edgesTex,*/ texcoord, vec2(-1.0, -1.0)/*, cdw_end*/);
d.xz = SMAASearchDiag2(texcoord, vec2(-1.0, -1.0)/*, cdw_end*/);
if (SMAASampleLevelZeroOffset(edgesTex, texcoord, ivec2(1, 0)).r > 0.0) {
d.yw = SMAASearchDiag2(/*edgesTex,*/ texcoord, vec2(1.0, 1.0)/*, cdw_end*/);
d.yw = SMAASearchDiag2(texcoord, vec2(1.0, 1.0)/*, cdw_end*/);
float dadd = cdw_end.y > 0.9 ? 1.0 : 0.0;
d.y += dadd;
}
@ -204,7 +195,7 @@ vec2 SMAACalculateDiagWeights(vec2 texcoord, vec2 e, vec4 subsampleIndices) {
if (a1condy == 1.0) cc.y = 0.0;
// Fetch the areas for this line:
weights += SMAAAreaDiag(/*areaTex,*/ d.xy, cc, subsampleIndices.w).gr;
weights += SMAAAreaDiag(d.xy, cc, subsampleIndices.w).gr;
}
return weights;
@ -235,17 +226,15 @@ float SMAASearchLength(vec2 e, float offset) {
scale *= 1.0 / SMAA_SEARCHTEX_PACKED_SIZE;
bias *= 1.0 / SMAA_SEARCHTEX_PACKED_SIZE;
vec2 coord = mad(scale, e, bias);
// Lookup the search texture:
return SMAA_SEARCHTEX_SELECT(textureLod(searchTex, mad(scale, e, bias), 0.0));
return SMAA_SEARCHTEX_SELECT(textureLod(searchTex, coord, 0.0));
}
/**
* Horizontal/vertical search functions for the 2nd pass.
*/
float endLoopXLeft(vec2 texcoord, vec2 e) {
float offset = mad(-(255.0 / 127.0), SMAASearchLength(/*searchTex,*/ e, 0.0), 3.25);
return mad(screenSizeInv.x, offset, texcoord.x);
}
float SMAASearchXLeft(vec2 texcoord, float end) {
/**
* @PSEUDO_GATHER4
@ -255,80 +244,50 @@ float SMAASearchXLeft(vec2 texcoord, float end) {
* which edges are active from the four fetched ones.
*/
vec2 e = vec2(0.0, 1.0);
if (texcoord.x <= end) return endLoopXLeft(texcoord, e); //
if (e.g <= 0.8281) return endLoopXLeft(texcoord, e);
if (e.r != 0.0) return endLoopXLeft(texcoord, e);
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 = textureLod(edgesTex, texcoord, 0.0).rg;
e = textureLodA(edgesTex, texcoord, 0.0).rg;
texcoord = mad(-vec2(2.0, 0.0), screenSizeInv.xy, texcoord);
}
float offset = mad(-(255.0 / 127.0), SMAASearchLength(/*searchTex,*/ e, 0.0), 3.25);
float offset = mad(-(255.0 / 127.0), SMAASearchLength(e, 0.0), 3.25);
return mad(screenSizeInv.x, offset, texcoord.x);
}
float endLoopXRight(vec2 texcoord, vec2 e) {
float offset = mad(-(255.0 / 127.0), SMAASearchLength(/*searchTex,*/ e, 0.5), 3.25);
return mad(-screenSizeInv.x, offset, texcoord.x);
}
float SMAASearchXRight(vec2 texcoord, float end) {
vec2 e = vec2(0.0, 1.0);
if (texcoord.x >= end) return endLoopXRight(texcoord, e); //
if (e.g <= 0.8281) return endLoopXRight(texcoord, e);
if (e.r != 0.0) return endLoopXRight(texcoord, e);
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 = textureLod(edgesTex, texcoord, 0.0).rg;
e = textureLodA(edgesTex, texcoord, 0.0).rg;
texcoord = mad(vec2(2.0, 0.0), screenSizeInv.xy, texcoord);
}
float offset = mad(-(255.0 / 127.0), SMAASearchLength(/*searchTex,*/ e, 0.5), 3.25);
float offset = mad(-(255.0 / 127.0), SMAASearchLength(e, 0.5), 3.25);
return mad(-screenSizeInv.x, offset, texcoord.x);
}
float endLoopYUp(vec2 texcoord, vec2 e) {
float offset = mad(-(255.0 / 127.0), SMAASearchLength(/*searchTex,*/ e.gr, 0.0), 3.25);
return mad(screenSizeInv.y, offset, texcoord.y);
}
float SMAASearchYUp(vec2 texcoord, float end) {
vec2 e = vec2(1.0, 0.0);
if (texcoord.y <= end) return endLoopYUp(texcoord, e); //
if (e.r <= 0.8281) return endLoopYUp(texcoord, e);
if (e.g != 0.0) return endLoopYUp(texcoord, e);
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 = textureLod(edgesTex, texcoord, 0.0).rg;
e = textureLodA(edgesTex, texcoord, 0.0).rg;
texcoord = mad(-vec2(0.0, 2.0), screenSizeInv.xy, texcoord);
}
float offset = mad(-(255.0 / 127.0), SMAASearchLength(/*searchTex,*/ e.gr, 0.0), 3.25);
float offset = mad(-(255.0 / 127.0), SMAASearchLength(e.gr, 0.0), 3.25);
return mad(screenSizeInv.y, offset, texcoord.y);
}
float endLoopYDown(vec2 texcoord, vec2 e) {
float offset = mad(-(255.0 / 127.0), SMAASearchLength(/*searchTex,*/ e.gr, 0.5), 3.25);
return mad(-screenSizeInv.y, offset, texcoord.y);
}
float SMAASearchYDown(vec2 texcoord, float end) {
vec2 e = vec2(1.0, 0.0);
if (texcoord.y >= end) return endLoopYDown(texcoord, e); //
if (e.r <= 0.8281) return endLoopYDown(texcoord, e);
if (e.g != 0.0) return endLoopYDown(texcoord, e);
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 = textureLod(edgesTex, texcoord, 0.0).rg;
e = textureLodA(edgesTex, texcoord, 0.0).rg;
texcoord = mad(vec2(0.0, 2.0), screenSizeInv.xy, texcoord);
}
float offset = mad(-(255.0 / 127.0), SMAASearchLength(/*searchTex,*/ e.gr, 0.5), 3.25);
return mad(-screenSizeInv.y, offset, texcoord.y);
}
@ -395,14 +354,14 @@ vec4 SMAABlendingWeightCalculationPS(vec2 texcoord, vec2 pixcoord,
vec4 subsampleIndices) { // Just pass zero for SMAA 1x, see @SUBSAMPLE_INDICES.
vec4 weights = vec4(0.0, 0.0, 0.0, 0.0);
vec2 e = texture(edgesTex, texcoord).rg;
vec2 e = textureLodA(edgesTex, texcoord, 0.0).rg;
//SMAA_BRANCH
if (e.g > 0.0) { // Edge at north
//#if !defined(SMAA_DISABLE_DIAG_DETECTION)
// Diagonals have both north and west edges, so searching for them in
// one of the boundaries is enough.
weights.rg = SMAACalculateDiagWeights(/*edgesTex, areaTex,*/ texcoord, e, subsampleIndices);
weights.rg = SMAACalculateDiagWeights(texcoord, e, subsampleIndices);
// We give priority to diagonals, so if we find a diagonal we skip
// horizontal/vertical processing.
@ -414,17 +373,17 @@ vec4 SMAABlendingWeightCalculationPS(vec2 texcoord, vec2 pixcoord,
// Find the distance to the left:
vec3 coords;
coords.x = SMAASearchXLeft(/*edgesTex, searchTex,*/ offset0.xy, offset2.x);
coords.x = SMAASearchXLeft(offset0.xy, offset2.x);
coords.y = offset1.y; // offset[1].y = texcoord.y - 0.25 * screenSizeInv.y (@CROSSING_OFFSET)
d.x = coords.x;
// Now fetch the left crossing edges, two at a time using bilinear
// filtering. Sampling at -0.25 (see @CROSSING_OFFSET) enables to
// discern what value each edge has:
float e1 = textureLod(edgesTex, coords.xy, 0.0).r;
float e1 = textureLodA(edgesTex, coords.xy, 0.0).r;
// Find the distance to the right:
coords.z = SMAASearchXRight(/*edgesTex, searchTex,*/ offset0.zw, offset2.y);
coords.z = SMAASearchXRight(offset0.zw, offset2.y);
d.y = coords.z;
// We want the distances to be in pixel units (doing this here allow to
@ -440,11 +399,11 @@ vec4 SMAABlendingWeightCalculationPS(vec2 texcoord, vec2 pixcoord,
// Ok, we know how this pattern looks like, now it is time for getting
// the actual area:
weights.rg = SMAAArea(/*areaTex,*/ sqrt_d, e1, e2, subsampleIndices.y);
weights.rg = SMAAArea(sqrt_d, e1, e2, subsampleIndices.y);
// Fix corners:
coords.y = texcoord.y;
weights.rg = SMAADetectHorizontalCornerPattern(/*edgesTex,*/ weights.rg, coords.xyzy, d);
weights.rg = SMAADetectHorizontalCornerPattern(weights.rg, coords.xyzy, d);
//#if !defined(SMAA_DISABLE_DIAG_DETECTION)
}
@ -465,10 +424,10 @@ vec4 SMAABlendingWeightCalculationPS(vec2 texcoord, vec2 pixcoord,
d.x = coords.y;
// Fetch the top crossing edges:
float e1 = textureLod(edgesTex, coords.xy, 0.0).g;
float e1 = textureLodA(edgesTex, coords.xy, 0.0).g;
// Find the distance to the bottom:
coords.z = SMAASearchYDown(/*edgesTex, searchTex,*/ offset1.zw, offset2.w);
coords.z = SMAASearchYDown(offset1.zw, offset2.w);
d.y = coords.z;
// We want the distances to be in pixel units:
@ -482,11 +441,11 @@ vec4 SMAABlendingWeightCalculationPS(vec2 texcoord, vec2 pixcoord,
float e2 = SMAASampleLevelZeroOffset(edgesTex, coords.xz, ivec2(0, 1)).g;
// Get the area for this direction:
weights.ba = SMAAArea(/*areaTex,*/ sqrt_d, e1, e2, subsampleIndices.x);
weights.ba = SMAAArea(sqrt_d, e1, e2, subsampleIndices.x);
// Fix corners:
coords.x = texcoord.x;
weights.ba = SMAADetectVerticalCornerPattern(/*edgesTex,*/ weights.ba, coords.xyxz, d);
weights.ba = SMAADetectVerticalCornerPattern(weights.ba, coords.xyxz, d);
}
return weights;

View file

@ -19,12 +19,8 @@ void main() {
// Scale vertex attribute to [0-1] range
const vec2 madd = vec2(0.5, 0.5);
texCoord = pos.xy * madd + madd;
#ifdef HLSL
texCoord.y = 1.0 - texCoord.y;
#endif
// Blend Weight Calculation Vertex Shader
// void SMAABlendingWeightCalculationVS(vec2 texcoord, out vec2 pixcoord, out vec4 offset[3]) {
pixcoord = texCoord * screenSize;
// We will use these offsets for the searches later on (see @PSEUDO_GATHER4):
@ -35,7 +31,6 @@ void main() {
offset2 = screenSizeInv.xxyy *
(vec4(-2.0, 2.0, -2.0, 2.0) * float(SMAA_MAX_SEARCH_STEPS)) +
vec4(offset0.xz, offset1.yw);
// }
gl_Position = vec4(pos.xy, 0.0, 1.0);
}

View file

@ -74,7 +74,7 @@ out vec4 fragColor;
// Luma Edge Detection
// IMPORTANT NOTICE: luma edge detection requires gamma-corrected colors, and
// thus 'colorTex' should be a non-sRGB texture.
vec2 SMAALumaEdgeDetectionPS(vec2 texcoord/*, vec4 offset[3], sampler2D colorTex*/
vec2 SMAALumaEdgeDetectionPS(vec2 texcoord
//#if SMAA_PREDICATION
//, sampler2D predicationTex
//#endif
@ -128,7 +128,7 @@ vec2 SMAALumaEdgeDetectionPS(vec2 texcoord/*, vec4 offset[3], sampler2D colorTex
// Color Edge Detection
// IMPORTANT NOTICE: color edge detection requires gamma-corrected colors, and
// thus 'colorTex' should be a non-sRGB texture.
vec2 SMAAColorEdgeDetectionPS(vec2 texcoord/*, vec4 offset[3], sampler2D colorTex*/
vec2 SMAAColorEdgeDetectionPS(vec2 texcoord
//#if SMAA_PREDICATION
//, sampler2D predicationTex
//#endif
@ -203,6 +203,5 @@ vec2 SMAAColorEdgeDetectionPS(vec2 texcoord/*, vec4 offset[3], sampler2D colorTe
// }
void main() {
// fragColor.rg = SMAALumaEdgeDetectionPS(texCoord/*, offset, colorTex*/);
fragColor.rg = SMAAColorEdgeDetectionPS(texCoord/*, offset, colorTex*/);
fragColor.rg = SMAAColorEdgeDetectionPS(texCoord);
}

View file

@ -11,6 +11,12 @@ out vec4 offset0;
out vec4 offset1;
out vec4 offset2;
#ifdef HLSL
#define V_DIR(v) -(v)
#else
#define V_DIR(v) v
#endif
void main() {
// Scale vertex attribute to [0-1] range
const vec2 madd = vec2(0.5, 0.5);
@ -19,12 +25,9 @@ void main() {
texCoord.y = 1.0 - texCoord.y;
#endif
// Edge Detection Vertex Shader
//void SMAAEdgeDetectionVS(vec2 texcoord, out vec4 offset[3]) {
offset0 = screenSizeInv.xyxy * vec4(-1.0, 0.0, 0.0, -1.0) + texCoord.xyxy;
offset1 = screenSizeInv.xyxy * vec4( 1.0, 0.0, 0.0, 1.0) + texCoord.xyxy;
offset2 = screenSizeInv.xyxy * vec4(-2.0, 0.0, 0.0, -2.0) + texCoord.xyxy;
//}
offset0 = screenSizeInv.xyxy * vec4(-1.0, 0.0, 0.0, V_DIR(-1.0)) + texCoord.xyxy;
offset1 = screenSizeInv.xyxy * vec4( 1.0, 0.0, 0.0, V_DIR(1.0)) + texCoord.xyxy;
offset2 = screenSizeInv.xyxy * vec4(-2.0, 0.0, 0.0, V_DIR(-2.0)) + texCoord.xyxy;
gl_Position = vec4(pos.xy, 0.0, 1.0);
}

View file

@ -17,21 +17,14 @@ out vec4 fragColor;
//-----------------------------------------------------------------------------
// Neighborhood Blending Pixel Shader (Third Pass)
// Conditional move:
// void SMAAMovc(bvec2 cond, inout vec2 variable, vec2 value) {
// /*SMAA_FLATTEN*/ if (cond.x) variable.x = value.x;
// /*SMAA_FLATTEN*/ if (cond.y) variable.y = value.y;
//}
//void SMAAMovc(bvec4 cond, inout vec4 variable, vec4 value) {
// SMAAMovc(cond.xy, variable.xy, value.xy);
// SMAAMovc(cond.zw, variable.zw, value.zw);
//}
vec4 textureLodA(sampler2D tex, vec2 coords, float lod) {
#ifdef HLSL
coords.y = 1.0 - coords.y;
#endif
return textureLod(tex, coords, lod);
}
vec4 SMAANeighborhoodBlendingPS(vec2 texcoord, vec4 offset/*, sampler2D colorTex, sampler2D blendTex*/
//#if SMAA_REPROJECTION
//, sampler2D velocityTex
//#endif
) {
vec4 SMAANeighborhoodBlendingPS(vec2 texcoord, vec4 offset) {
// Fetch the blending weights for current pixel:
vec4 a;
a.x = texture(blendTex, offset.xy).a; // Right
@ -43,13 +36,11 @@ vec4 SMAANeighborhoodBlendingPS(vec2 texcoord, vec4 offset/*, sampler2D colorTex
if (dot(a, vec4(1.0, 1.0, 1.0, 1.0)) < 1e-5) {
vec4 color = textureLod(colorTex, texcoord, 0.0);
//#if SMAA_REPROJECTION
#ifdef _Veloc
vec2 velocity = textureLod(sveloc, texCoord, 0.0).rg;
// Pack velocity into the alpha channel:
color.a = sqrt(5.0 * length(velocity));
#endif
return color;
}
else {
@ -59,41 +50,43 @@ vec4 SMAANeighborhoodBlendingPS(vec2 texcoord, vec4 offset/*, sampler2D colorTex
vec4 blendingOffset = vec4(0.0, a.y, 0.0, a.w);
vec2 blendingWeight = a.yw;
//SMAAMovc(bvec4(h, h, h, h), blendingOffset, vec4(a.x, 0.0, a.z, 0.0));
if (h) blendingOffset.x = a.x;
if (h) blendingOffset.y = 0.0;
if (h) blendingOffset.z = a.z;
if (h) blendingOffset.w = 0.0;
// SMAAMovc(bvec2(h, h), blendingWeight, a.xz);
if (h) blendingWeight.x = a.x;
if (h) blendingWeight.y = a.z;
if (h) {
blendingOffset.x = a.x;
blendingOffset.y = 0.0;
blendingOffset.z = a.z;
blendingOffset.w = 0.0;
blendingWeight.x = a.x;
blendingWeight.y = a.z;
}
blendingWeight /= dot(blendingWeight, vec2(1.0, 1.0));
// Calculate the texture coordinates:
vec4 blendingCoord = blendingOffset * vec4(screenSizeInv.xy, -screenSizeInv.xy) + texcoord.xyxy;
#ifdef HLSL
vec2 tc = vec2(texcoord.x, 1.0 - texcoord.y);
#else
vec2 tc = texcoord;
#endif
vec4 blendingCoord = blendingOffset * vec4(screenSizeInv.xy, -screenSizeInv.xy) + tc.xyxy;
// We exploit bilinear filtering to mix current pixel with the chosen
// neighbor:
vec4 color = blendingWeight.x * textureLod(colorTex, blendingCoord.xy, 0.0);
color += blendingWeight.y * textureLod(colorTex, blendingCoord.zw, 0.0);
vec4 color = blendingWeight.x * textureLodA(colorTex, blendingCoord.xy, 0.0);
color += blendingWeight.y * textureLodA(colorTex, blendingCoord.zw, 0.0);
//#if SMAA_REPROJECTION
#ifdef _Veloc
// Antialias velocity for proper reprojection in a later stage:
vec2 velocity = blendingWeight.x * textureLod(sveloc, blendingCoord.xy, 0.0).rg;
velocity += blendingWeight.y * textureLod(sveloc, blendingCoord.zw, 0.0).rg;
vec2 velocity = blendingWeight.x * textureLodA(sveloc, blendingCoord.xy, 0.0).rg;
velocity += blendingWeight.y * textureLodA(sveloc, blendingCoord.zw, 0.0).rg;
// Pack velocity into the alpha channel:
color.a = sqrt(5.0 * length(velocity));
#endif
return color;
}
return vec4(0.0);
}
void main() {
fragColor = SMAANeighborhoodBlendingPS(texCoord, offset/*, colorTex, blendTex*/);
fragColor = SMAANeighborhoodBlendingPS(texCoord, offset);
}

View file

@ -9,6 +9,12 @@ uniform vec2 screenSizeInv;
out vec2 texCoord;
out vec4 offset;
#ifdef HLSL
#define V_DIR(v) -(v)
#else
#define V_DIR(v) v
#endif
void main() {
// Scale vertex attribute to [0-1] range
const vec2 madd = vec2(0.5, 0.5);
@ -18,9 +24,6 @@ void main() {
#endif
// Neighborhood Blending Vertex Shader
//void SMAANeighborhoodBlendingVS(vec2 texcoord, out vec4 offset) {
offset = screenSizeInv.xyxy * vec4(1.0, 0.0, 0.0, 1.0) + texCoord.xyxy;
//}
offset = screenSizeInv.xyxy * vec4(1.0, 0.0, 0.0, V_DIR(1.0)) + texCoord.xyxy;
gl_Position = vec4(pos.xy, 0.0, 1.0);
}