165 lines
6.3 KiB
GLSL
165 lines
6.3 KiB
GLSL
/**
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* Copyright (C) 2013 Jorge Jimenez (jorge@iryoku.com)
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* Copyright (C) 2013 Jose I. Echevarria (joseignacioechevarria@gmail.com)
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* Copyright (C) 2013 Belen Masia (bmasia@unizar.es)
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* Copyright (C) 2013 Fernando Navarro (fernandn@microsoft.com)
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* Copyright (C) 2013 Diego Gutierrez (diegog@unizar.es)
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* this software and associated documentation files (the "Software"), to deal in
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* the Software without restriction, including without limitation the rights to
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* use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
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* of the Software, and to permit persons to whom the Software is furnished to
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* do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software. As clarification, there
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* is no requirement that the copyright notice and permission be included in
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* binary distributions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*/
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/**
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* _______ ___ ___ ___ ___
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* / || \/ | / \ / \
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* | (---- | \ / | / ^ \ / ^ \
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* \ \ | |\/| | / /_\ \ / /_\ \
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* ----) | | | | | / _____ \ / _____ \
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* |_______/ |__| |__| /__/ \__\ /__/ \__\
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*
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* E N H A N C E D
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* 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
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*
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* http://www.iryoku.com/smaa/
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*/
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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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#define SMAA_RT_METRICS vec4(1.0 / 800.0, 1.0 / 600.0, 800.0, 600.0)
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// #define SMAA_GLSL_3
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#define SMAA_PRESET_HIGH
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// #include "SMAA.h"
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// #define SMAA_AREATEX_SELECT(sample) sample.rg
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// #define SMAA_SEARCHTEX_SELECT(sample) sample.r
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// #define SMAA_DECODE_VELOCITY(sample) sample.rg
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// #if defined(SMAA_PRESET_LOW)
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// #define SMAA_THRESHOLD 0.15
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// #define SMAA_MAX_SEARCH_STEPS 4
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// #define SMAA_DISABLE_DIAG_DETECTION
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// #define SMAA_DISABLE_CORNER_DETECTION
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// #elif defined(SMAA_PRESET_MEDIUM)
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// #define SMAA_THRESHOLD 0.1
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// #define SMAA_MAX_SEARCH_STEPS 8
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// #define SMAA_DISABLE_DIAG_DETECTION
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// #define SMAA_DISABLE_CORNER_DETECTION
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// #elif defined(SMAA_PRESET_HIGH)
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#define SMAA_THRESHOLD 0.1
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#define SMAA_DEPTH_THRESHOLD (0.1 * SMAA_THRESHOLD) // For depth edge detection, depends on the depth range of the scene
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#define SMAA_MAX_SEARCH_STEPS 16
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// Define SMAA_DISABLE_DIAG_DETECTION to disable diagonal processing
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#define SMAA_MAX_SEARCH_STEPS_DIAG 8
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// Define SMAA_DISABLE_CORNER_DETECTION to disable corner processing
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#define SMAA_CORNER_ROUNDING 25
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// If there is an neighbor edge that has SMAA_LOCAL_CONTRAST_FACTOR times bigger contrast than current edge, current edge will be discarded
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#define SMAA_LOCAL_CONTRAST_ADAPTATION_FACTOR 2.0
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// Predicated thresholding allows to better preserve texture details and to improve performance
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#define SMAA_PREDICATION 0
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// Threshold to be used in the additional predication buffer
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#define SMAA_PREDICATION_THRESHOLD 0.01
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// How much to scale the global threshold used for luma or color edge detection when using predication
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#define SMAA_PREDICATION_SCALE 2.0
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// How much to locally decrease the threshold
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#define SMAA_PREDICATION_STRENGTH 0.4
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// Temporal reprojection allows to remove ghosting artifacts when using temporal supersampling
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#define SMAA_REPROJECTION 0
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// SMAA_REPROJECTION_WEIGHT_SCALE controls the velocity weighting
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#define SMAA_REPROJECTION_WEIGHT_SCALE 30.0
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// #elif defined(SMAA_PRESET_ULTRA)
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// #define SMAA_THRESHOLD 0.05
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// #define SMAA_MAX_SEARCH_STEPS 32
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// #define SMAA_MAX_SEARCH_STEPS_DIAG 16
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// #define SMAA_CORNER_ROUNDING 25
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// #endif
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// Non-Configurable Defines
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#define SMAA_AREATEX_MAX_DISTANCE 16
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#define SMAA_AREATEX_MAX_DISTANCE_DIAG 20
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#define SMAA_AREATEX_PIXEL_SIZE (1.0 / vec2(160.0, 560.0))
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#define SMAA_AREATEX_SUBTEX_SIZE (1.0 / 7.0)
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#define SMAA_SEARCHTEX_SIZE vec2(66.0, 33.0)
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#define SMAA_SEARCHTEX_PACKED_SIZE vec2(64.0, 16.0)
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#define SMAA_CORNER_ROUNDING_NORM (float(SMAA_CORNER_ROUNDING) / 100.0)
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#define SMAA_FLATTEN
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#define SMAA_BRANCH
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// #define lerp(a, b, t) mix(a, b, t)
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// #define saturate(a) clamp(a, 0.0, 1.0)
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// #define mad(a, b, c) (a * b + c)
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uniform sampler2D tex;
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in vec2 texCoord;
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//-----------------------------------------------------------------------------
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// Misc functions
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// Gathers current pixel, and the top-left neighbors.
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float3 SMAAGatherNeighbours(float2 texcoord,
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float4 offset[3],
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SMAATexture2D(tex)) {
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#ifdef SMAAGather
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return SMAAGather(tex, texcoord + SMAA_RT_METRICS.xy * float2(-0.5, -0.5)).grb;
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#else
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float P = SMAASamplePoint(tex, texcoord).r;
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float Pleft = SMAASamplePoint(tex, offset[0].xy).r;
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float Ptop = SMAASamplePoint(tex, offset[0].zw).r;
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return float3(P, Pleft, Ptop);
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#endif
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}
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// Adjusts the threshold by means of predication.
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float2 SMAACalculatePredicatedThreshold(float2 texcoord,
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float4 offset[3],
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SMAATexture2D(predicationTex)) {
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float3 neighbours = SMAAGatherNeighbours(texcoord, offset, SMAATexturePass2D(predicationTex));
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float2 delta = abs(neighbours.xx - neighbours.yz);
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float2 edges = step(SMAA_PREDICATION_THRESHOLD, delta);
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return SMAA_PREDICATION_SCALE * SMAA_THRESHOLD * (1.0 - SMAA_PREDICATION_STRENGTH * edges);
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}
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// Conditional move:
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void SMAAMovc(bool2 cond, inout float2 variable, float2 value) {
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SMAA_FLATTEN if (cond.x) variable.x = value.x;
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SMAA_FLATTEN if (cond.y) variable.y = value.y;
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}
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void SMAAMovc(bool4 cond, inout float4 variable, float4 value) {
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SMAAMovc(cond.xy, variable.xy, value.xy);
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SMAAMovc(cond.zw, variable.zw, value.zw);
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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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