476 lines
18 KiB
GLSL
476 lines
18 KiB
GLSL
#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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/**
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* This searches for diagonal patterns and returns the corresponding weights.
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*/
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float2 SMAACalculateDiagWeights(SMAATexture2D(edgesTex), SMAATexture2D(areaTex), float2 texcoord, float2 e, float4 subsampleIndices) {
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float2 weights = float2(0.0, 0.0);
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// Search for the line ends:
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float4 d;
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float2 end;
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if (e.r > 0.0) {
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d.xz = SMAASearchDiag1(SMAATexturePass2D(edgesTex), texcoord, float2(-1.0, 1.0), end);
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d.x += float(end.y > 0.9);
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} else
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d.xz = float2(0.0, 0.0);
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d.yw = SMAASearchDiag1(SMAATexturePass2D(edgesTex), texcoord, float2(1.0, -1.0), end);
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SMAA_BRANCH
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if (d.x + d.y > 2.0) { // d.x + d.y + 1 > 3
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// Fetch the crossing edges:
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float4 coords = mad(float4(-d.x + 0.25, d.x, d.y, -d.y - 0.25), SMAA_RT_METRICS.xyxy, texcoord.xyxy);
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float4 c;
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c.xy = SMAASampleLevelZeroOffset(edgesTex, coords.xy, int2(-1, 0)).rg;
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c.zw = SMAASampleLevelZeroOffset(edgesTex, coords.zw, int2( 1, 0)).rg;
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c.yxwz = SMAADecodeDiagBilinearAccess(c.xyzw);
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// Non-optimized version:
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// float4 coords = mad(float4(-d.x, d.x, d.y, -d.y), SMAA_RT_METRICS.xyxy, texcoord.xyxy);
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// float4 c;
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// c.x = SMAASampleLevelZeroOffset(edgesTex, coords.xy, int2(-1, 0)).g;
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// c.y = SMAASampleLevelZeroOffset(edgesTex, coords.xy, int2( 0, 0)).r;
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// c.z = SMAASampleLevelZeroOffset(edgesTex, coords.zw, int2( 1, 0)).g;
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// c.w = SMAASampleLevelZeroOffset(edgesTex, coords.zw, int2( 1, -1)).r;
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// Merge crossing edges at each side into a single value:
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float2 cc = mad(float2(2.0, 2.0), c.xz, c.yw);
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// Remove the crossing edge if we didn't found the end of the line:
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SMAAMovc(bool2(step(0.9, d.zw)), cc, float2(0.0, 0.0));
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// Fetch the areas for this line:
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weights += SMAAAreaDiag(SMAATexturePass2D(areaTex), d.xy, cc, subsampleIndices.z);
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}
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// Search for the line ends:
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d.xz = SMAASearchDiag2(SMAATexturePass2D(edgesTex), texcoord, float2(-1.0, -1.0), end);
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if (SMAASampleLevelZeroOffset(edgesTex, texcoord, int2(1, 0)).r > 0.0) {
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d.yw = SMAASearchDiag2(SMAATexturePass2D(edgesTex), texcoord, float2(1.0, 1.0), end);
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d.y += float(end.y > 0.9);
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} else
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d.yw = float2(0.0, 0.0);
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SMAA_BRANCH
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if (d.x + d.y > 2.0) { // d.x + d.y + 1 > 3
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// Fetch the crossing edges:
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float4 coords = mad(float4(-d.x, -d.x, d.y, d.y), SMAA_RT_METRICS.xyxy, texcoord.xyxy);
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float4 c;
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c.x = SMAASampleLevelZeroOffset(edgesTex, coords.xy, int2(-1, 0)).g;
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c.y = SMAASampleLevelZeroOffset(edgesTex, coords.xy, int2( 0, -1)).r;
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c.zw = SMAASampleLevelZeroOffset(edgesTex, coords.zw, int2( 1, 0)).gr;
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float2 cc = mad(float2(2.0, 2.0), c.xz, c.yw);
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// Remove the crossing edge if we didn't found the end of the line:
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SMAAMovc(bool2(step(0.9, d.zw)), cc, float2(0.0, 0.0));
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// Fetch the areas for this line:
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weights += SMAAAreaDiag(SMAATexturePass2D(areaTex), d.xy, cc, subsampleIndices.w).gr;
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}
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return weights;
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}
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#endif
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//-----------------------------------------------------------------------------
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// Horizontal/Vertical Search Functions
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/**
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* This allows to determine how much length should we add in the last step
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* of the searches. It takes the bilinearly interpolated edge (see
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* @PSEUDO_GATHER4), and adds 0, 1 or 2, depending on which edges and
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* crossing edges are active.
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*/
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float SMAASearchLength(SMAATexture2D(searchTex), float2 e, float offset) {
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// The texture is flipped vertically, with left and right cases taking half
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// of the space horizontally:
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float2 scale = SMAA_SEARCHTEX_SIZE * float2(0.5, -1.0);
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float2 bias = SMAA_SEARCHTEX_SIZE * float2(offset, 1.0);
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// Scale and bias to access texel centers:
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scale += float2(-1.0, 1.0);
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bias += float2( 0.5, -0.5);
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// Convert from pixel coordinates to texcoords:
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// (We use SMAA_SEARCHTEX_PACKED_SIZE because the texture is cropped)
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scale *= 1.0 / SMAA_SEARCHTEX_PACKED_SIZE;
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bias *= 1.0 / SMAA_SEARCHTEX_PACKED_SIZE;
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// Lookup the search texture:
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return SMAA_SEARCHTEX_SELECT(SMAASampleLevelZero(searchTex, mad(scale, e, bias)));
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}
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/**
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* Horizontal/vertical search functions for the 2nd pass.
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*/
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float SMAASearchXLeft(SMAATexture2D(edgesTex), SMAATexture2D(searchTex), float2 texcoord, float end) {
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/**
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* @PSEUDO_GATHER4
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* This texcoord has been offset by (-0.25, -0.125) in the vertex shader to
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* sample between edge, thus fetching four edges in a row.
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* Sampling with different offsets in each direction allows to disambiguate
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* which edges are active from the four fetched ones.
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*/
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float2 e = float2(0.0, 1.0);
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while (texcoord.x > end &&
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e.g > 0.8281 && // Is there some edge not activated?
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e.r == 0.0) { // Or is there a crossing edge that breaks the line?
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e = SMAASampleLevelZero(edgesTex, texcoord).rg;
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texcoord = mad(-float2(2.0, 0.0), SMAA_RT_METRICS.xy, texcoord);
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}
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float offset = mad(-(255.0 / 127.0), SMAASearchLength(SMAATexturePass2D(searchTex), e, 0.0), 3.25);
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return mad(SMAA_RT_METRICS.x, offset, texcoord.x);
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// Non-optimized version:
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// We correct the previous (-0.25, -0.125) offset we applied:
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// texcoord.x += 0.25 * SMAA_RT_METRICS.x;
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// The searches are bias by 1, so adjust the coords accordingly:
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// texcoord.x += SMAA_RT_METRICS.x;
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// Disambiguate the length added by the last step:
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// texcoord.x += 2.0 * SMAA_RT_METRICS.x; // Undo last step
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// texcoord.x -= SMAA_RT_METRICS.x * (255.0 / 127.0) * SMAASearchLength(SMAATexturePass2D(searchTex), e, 0.0);
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// return mad(SMAA_RT_METRICS.x, offset, texcoord.x);
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}
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float SMAASearchXRight(SMAATexture2D(edgesTex), SMAATexture2D(searchTex), float2 texcoord, float end) {
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float2 e = float2(0.0, 1.0);
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while (texcoord.x < end &&
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e.g > 0.8281 && // Is there some edge not activated?
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e.r == 0.0) { // Or is there a crossing edge that breaks the line?
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e = SMAASampleLevelZero(edgesTex, texcoord).rg;
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texcoord = mad(float2(2.0, 0.0), SMAA_RT_METRICS.xy, texcoord);
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}
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float offset = mad(-(255.0 / 127.0), SMAASearchLength(SMAATexturePass2D(searchTex), e, 0.5), 3.25);
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return mad(-SMAA_RT_METRICS.x, offset, texcoord.x);
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}
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float SMAASearchYUp(SMAATexture2D(edgesTex), SMAATexture2D(searchTex), float2 texcoord, float end) {
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float2 e = float2(1.0, 0.0);
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while (texcoord.y > end &&
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e.r > 0.8281 && // Is there some edge not activated?
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e.g == 0.0) { // Or is there a crossing edge that breaks the line?
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e = SMAASampleLevelZero(edgesTex, texcoord).rg;
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texcoord = mad(-float2(0.0, 2.0), SMAA_RT_METRICS.xy, texcoord);
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}
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float offset = mad(-(255.0 / 127.0), SMAASearchLength(SMAATexturePass2D(searchTex), e.gr, 0.0), 3.25);
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return mad(SMAA_RT_METRICS.y, offset, texcoord.y);
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}
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float SMAASearchYDown(SMAATexture2D(edgesTex), SMAATexture2D(searchTex), float2 texcoord, float end) {
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float2 e = float2(1.0, 0.0);
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while (texcoord.y < end &&
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e.r > 0.8281 && // Is there some edge not activated?
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e.g == 0.0) { // Or is there a crossing edge that breaks the line?
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e = SMAASampleLevelZero(edgesTex, texcoord).rg;
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texcoord = mad(float2(0.0, 2.0), SMAA_RT_METRICS.xy, texcoord);
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}
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float offset = mad(-(255.0 / 127.0), SMAASearchLength(SMAATexturePass2D(searchTex), e.gr, 0.5), 3.25);
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return mad(-SMAA_RT_METRICS.y, offset, texcoord.y);
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}
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|
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/**
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* Ok, we have the distance and both crossing edges. So, what are the areas
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* at each side of current edge?
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*/
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float2 SMAAArea(SMAATexture2D(areaTex), float2 dist, float e1, float e2, float offset) {
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// Rounding prevents precision errors of bilinear filtering:
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float2 texcoord = mad(float2(SMAA_AREATEX_MAX_DISTANCE, SMAA_AREATEX_MAX_DISTANCE), round(4.0 * float2(e1, e2)), 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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|
|
|
// Move to proper place, according to the subpixel offset:
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|
texcoord.y = mad(SMAA_AREATEX_SUBTEX_SIZE, offset, texcoord.y);
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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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|
// Corner Detection Functions
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|
|
|
void SMAADetectHorizontalCornerPattern(SMAATexture2D(edgesTex), inout float2 weights, float4 texcoord, float2 d) {
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|
#if !defined(SMAA_DISABLE_CORNER_DETECTION)
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|
float2 leftRight = step(d.xy, d.yx);
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|
float2 rounding = (1.0 - SMAA_CORNER_ROUNDING_NORM) * leftRight;
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|
|
|
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;
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|
|
|
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);
|
|
}
|