1913 lines
68 KiB
C++
1913 lines
68 KiB
C++
/*
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* This program source code file is part of KICAD, a free EDA CAD application.
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*
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* Copyright (C) 2016 Kicad Developers, see change_log.txt for contributors.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, you may find one here:
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* http://www.gnu.org/licenses/old-licenses/gpl-2.0.html
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* or you may search the http://www.gnu.org website for the version 2 license,
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* or you may write to the Free Software Foundation, Inc.,
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* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#include "gl_builtin_shaders.h"
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namespace KIGFX {
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namespace BUILTIN_SHADERS {
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/*
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*
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* KiCad shaders
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*
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*/
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const char kicad_vertex_shader[] = R"SHADER_SOURCE(
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/*
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* This program source code file is part of KICAD, a free EDA CAD application.
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*
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* Copyright (C) 2013-2016 CERN
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* @author Maciej Suminski <maciej.suminski@cern.ch>
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*
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* Vertex shader
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, you may find one here:
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* http://www.gnu.org/licenses/old-licenses/gpl-2.0.html
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* or you may search the http://www.gnu.org website for the version 2 license,
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* or you may write to the Free Software Foundation, Inc.,
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* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#version 120
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// Shader types
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const float SHADER_FILLED_CIRCLE = 2.0;
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const float SHADER_STROKED_CIRCLE = 3.0;
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const float SHADER_FONT = 4.0;
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const float SHADER_LINE_A = 5.0;
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const float SHADER_LINE_B = 6.0;
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const float SHADER_LINE_C = 7.0;
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const float SHADER_LINE_D = 8.0;
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const float SHADER_LINE_E = 9.0;
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const float SHADER_LINE_F = 10.0;
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// Minimum line width
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const float MIN_WIDTH = 1.0;
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attribute vec4 attrShaderParams;
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varying vec4 shaderParams;
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varying vec2 circleCoords;
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uniform float worldPixelSize;
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uniform vec2 screenPixelSize;
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uniform float pixelSizeMultiplier;
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uniform float minLinePixelWidth;
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float roundr( float f, float r )
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{
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return floor(f / r + 0.5) * r;
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}
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vec4 roundv( vec4 x, vec2 t)
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{
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return vec4( roundr(x.x, t.x), roundr(x.y, t.y), x.z, x.w );
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}
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void computeLineCoords( bool posture, vec2 vs, vec2 vp, vec2 texcoord, vec2 dir, float lineWidth, bool endV )
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{
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float lineLength = length(vs);
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vec4 screenPos = gl_ModelViewProjectionMatrix * gl_Vertex + vec4(1, 1, 0, 0);
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float w = ((lineWidth == 0.0) ? worldPixelSize : lineWidth );
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float pixelWidth = roundr( w / worldPixelSize, 1.0 );
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float aspect = ( lineLength + w ) / w;
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vec4 color = gl_Color;
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vec2 s = sign( vec2( gl_ModelViewProjectionMatrix[0][0], gl_ModelViewProjectionMatrix[1][1] ) );
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if( pixelWidth < 1.0 )
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pixelWidth = 1.0;
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if ( pixelWidth > 1.0 || pixelSizeMultiplier > 1.0 )
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{
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vec2 offsetNorm = (vs + vp) * pixelWidth / lineLength * 0.5;
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vec4 screenOffset = vec4( s.x * offsetNorm.x * screenPixelSize.x, s.y * offsetNorm.y * screenPixelSize.y , 0, 0);
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vec4 adjust = vec4(-1, -1, 0, 0);
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if( mod( pixelWidth * pixelSizeMultiplier, 2.0 ) > 0.9 )
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{
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adjust += vec4( screenPixelSize.x, screenPixelSize.y, 0, 0 ) * 0.5;
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}
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gl_Position = roundv(screenPos, screenPixelSize) + adjust + screenOffset;
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shaderParams[0] = SHADER_LINE_A;
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}
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else {
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vec4 pos0 = screenPos;
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pos0.xy += ( posture ? dir.xy : dir.yx ) * screenPixelSize / 2.0;
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if(posture)
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{
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pos0.y -= screenPixelSize.y * sign(vs.y) * 0.5;
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}
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else
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{
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pos0.x += screenPixelSize.x * sign(vs.x) * 0.5;
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}
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gl_Position = pos0 - vec4(1, 1, 0, 0);
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shaderParams[0] = SHADER_LINE_B;
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}
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shaderParams[1] = aspect;
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gl_TexCoord[0].st = vec2(aspect * texcoord.x, texcoord.y);
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gl_FrontColor = gl_Color;
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}
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void computeCircleCoords( float mode, float vertexIndex, float radius, float lineWidth )
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{
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vec4 delta;
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vec4 center = roundv( gl_ModelViewProjectionMatrix * gl_Vertex + vec4(1, 1, 0, 0), screenPixelSize );
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float pixelWidth = roundr( lineWidth / worldPixelSize, 1.0);
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float pixelR = roundr( radius / worldPixelSize, 1.0);
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if( mode == SHADER_STROKED_CIRCLE)
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pixelR += pixelWidth / 2.0;
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vec4 adjust = vec4(-1, -1, 0, 0);
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if( pixelWidth < 1.0 )
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pixelWidth = 1.0;
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if( vertexIndex == 1.0 )
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{
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circleCoords = vec2( -sqrt( 3.0 ), -1.0 );
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delta = vec4( -pixelR * sqrt(3.0), -pixelR, 0, 0 );
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}
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else if( vertexIndex == 2.0 )
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{
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circleCoords = vec2( sqrt( 3.0 ), -1.0 );
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delta = vec4( pixelR * sqrt( 3.0 ), -pixelR, 0, 0 );
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}
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else if( vertexIndex == 3.0 )
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{
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circleCoords = vec2( 0.0, 2.0 );
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delta = vec4( 0, 2 * pixelR, 0, 0 );
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}
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else if( vertexIndex == 4.0 )
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{
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circleCoords = vec2( -sqrt( 3.0 ), 0.0 );
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delta = vec4( 0, 0, 0, 0 );
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}
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else if( vertexIndex == 5.0 )
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{
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circleCoords = vec2( sqrt( 3.0 ), 0.0 );
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delta = vec4( 0, 0, 0, 0 );
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}
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else if( vertexIndex == 6.0 )
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{
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circleCoords = vec2( 0.0, 2.0 );
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delta = vec4( 0, 0, 0, 0 );
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}
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shaderParams[2] = pixelR;
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shaderParams[3] = pixelWidth;
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delta.x *= screenPixelSize.x;
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delta.y *= screenPixelSize.y;
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gl_Position = center + delta + adjust;
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gl_FrontColor = gl_Color;
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}
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void main()
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{
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float mode = attrShaderParams[0];
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// Pass attributes to the fragment shader
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shaderParams = attrShaderParams;
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float lineWidth = shaderParams.y;
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vec2 vs = shaderParams.zw;
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vec2 vp = vec2(-vs.y, vs.x);
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bool posture = abs( vs.x ) < abs(vs.y);
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if( mode == SHADER_LINE_A )
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computeLineCoords( posture, -vs, vp, vec2( -1, -1 ), vec2( -1, 0 ), lineWidth, false );
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else if( mode == SHADER_LINE_B )
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computeLineCoords( posture, -vs, -vp, vec2( -1, 1 ), vec2( 1, 0 ), lineWidth, false );
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else if( mode == SHADER_LINE_C )
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computeLineCoords( posture, vs, -vp, vec2( 1, 1 ), vec2( 1, 0 ), lineWidth, true );
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else if( mode == SHADER_LINE_D )
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computeLineCoords( posture, vs, -vp, vec2( -1, -1 ), vec2( 1, 0 ), lineWidth, true );
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else if( mode == SHADER_LINE_E )
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computeLineCoords( posture, vs, vp, vec2( -1, 1 ), vec2( -1, 0 ), lineWidth, true );
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else if( mode == SHADER_LINE_F )
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computeLineCoords( posture, -vs, vp, vec2( 1, 1 ), vec2( -1, 0 ), lineWidth, false );
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else if( mode == SHADER_FILLED_CIRCLE || mode == SHADER_STROKED_CIRCLE)
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computeCircleCoords( mode, shaderParams.y, shaderParams.z, shaderParams.w );
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else
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{
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// Pass through the coordinates like in the fixed pipeline
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gl_Position = ftransform();
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gl_FrontColor = gl_Color;
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}
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}
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)SHADER_SOURCE";
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const char kicad_fragment_shader[] = R"SHADER_SOURCE(
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/*
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* This program source code file is part of KICAD, a free EDA CAD application.
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*
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* Copyright (C) 2013-2016 CERN
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* Copyright (C) 2016 Kicad Developers, see authors.txt for contributors.
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* @author Maciej Suminski <maciej.suminski@cern.ch>
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*
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* Fragment shader
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
|
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
|
|
* along with this program; if not, you may find one here:
|
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* http://www.gnu.org/licenses/old-licenses/gpl-2.0.html
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* or you may search the http://www.gnu.org website for the version 2 license,
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* or you may write to the Free Software Foundation, Inc.,
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* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#version 120
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// Multi-channel signed distance field
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#define USE_MSDF
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// Shader types
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const float SHADER_FILLED_CIRCLE = 2.0;
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const float SHADER_STROKED_CIRCLE = 3.0;
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const float SHADER_FONT = 4.0;
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const float SHADER_LINE_A = 5.0;
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const float SHADER_LINE_B = 6.0;
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varying vec4 shaderParams;
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varying vec2 circleCoords;
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uniform sampler2D fontTexture;
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uniform float worldPixelSize;
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// Needed to reconstruct the mipmap level / texel derivative
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uniform int fontTextureWidth;
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void filledCircle( vec2 aCoord )
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{
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if( dot( aCoord, aCoord ) < 1.0 )
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gl_FragColor = gl_Color;
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else
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discard;
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}
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float pixelSegDistance( vec2 aCoord )
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{
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if( shaderParams[0] == SHADER_LINE_B )
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{
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gl_FragColor = gl_Color;
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return 0.0;
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}
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float aspect = shaderParams[1];
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float dist;
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vec2 v = vec2( 1.0 - ( aspect - abs( aCoord.s ) ), aCoord.t );
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if( v.x <= 0.0 )
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{
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dist = abs( aCoord.t );
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}
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else
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{
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dist = length( v );
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}
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return dist;
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}
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int isPixelInSegment( vec2 aCoord )
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{
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return pixelSegDistance( aCoord ) <= 1.0 ? 1 : 0;
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}
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void strokedCircle( vec2 aCoord, float aRadius, float aWidth )
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{
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float outerRadius = max( aRadius + ( aWidth / 2 ), 0.0 );
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float innerRadius = max( aRadius - ( aWidth / 2 ), 0.0 );
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float relWidth = innerRadius / outerRadius;
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if( ( dot( aCoord, aCoord ) < 1.0 ) &&
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( dot( aCoord, aCoord ) > relWidth * relWidth ) )
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gl_FragColor = gl_Color;
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else
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discard;
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}
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void drawLine( vec2 aCoord )
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{
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if( isPixelInSegment( aCoord ) != 0)
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gl_FragColor = gl_Color;
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else
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discard;
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}
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#ifdef USE_MSDF
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float median( vec3 v )
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{
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return max( min( v.r, v.g ), min( max( v.r, v.g ), v.b ) );
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}
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#endif
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void main()
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{
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if( shaderParams[0] == SHADER_LINE_A )
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{
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drawLine( gl_TexCoord[0].st );
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}
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else if( shaderParams[0] == SHADER_FILLED_CIRCLE )
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{
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filledCircle( circleCoords );
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}
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else if( shaderParams[0] == SHADER_STROKED_CIRCLE )
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{
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strokedCircle( circleCoords, shaderParams[2], shaderParams[3] );
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}
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else if( shaderParams[0] == SHADER_FONT )
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{
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vec2 tex = shaderParams.yz;
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// Unless we're stretching chars it is okay to consider
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// one derivative for filtering
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float derivative = length( dFdx( tex ) ) * fontTextureWidth / 4;
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#ifdef USE_MSDF
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float dist = median( texture2D( fontTexture, tex ).rgb );
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#else
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float dist = texture2D( fontTexture, tex ).r;
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#endif
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// use the derivative for zoom-adaptive filtering
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float alpha = smoothstep( 0.5 - derivative, 0.5 + derivative, dist );
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gl_FragColor = vec4( gl_Color.rgb, alpha );
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}
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else
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{
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// Simple pass-through
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gl_FragColor = gl_Color;
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}
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}
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)SHADER_SOURCE";
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const char ssaa_x4_vertex_shader[] = R"SHADER_SOURCE(
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#version 120
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varying vec2 texcoord;
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void main()
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{
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texcoord = gl_MultiTexCoord0.st;
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gl_Position = ftransform();
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}
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)SHADER_SOURCE";
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const char ssaa_x4_fragment_shader[] = R"SHADER_SOURCE(
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#version 120
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varying vec2 texcoord;
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uniform sampler2D source;
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void main()
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{
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float step_x = dFdx(texcoord.x)/4.;
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float step_y = dFdy(texcoord.y)/4.;
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vec4 q00 = texture2D( source, texcoord + vec2(-step_x, -step_y) );
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vec4 q01 = texture2D( source, texcoord + vec2( step_x, -step_y) );
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vec4 q10 = texture2D( source, texcoord + vec2(-step_x, step_y) );
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vec4 q11 = texture2D( source, texcoord + vec2( step_x, step_y) );
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gl_FragColor = (q00+q01+q10+q11)/4;
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}
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)SHADER_SOURCE";
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const char smaa_base_shader_p1[] = R"SHADER_SOURCE(
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/**
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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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|
* Made compatible to OpenGL 2.1 (KiCad Developers 2016)
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|
*
|
|
* 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
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|
* 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
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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
|
|
* binary distributions of the Software.
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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,
|
|
* 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,
|
|
* 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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* 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
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|
*
|
|
* http://www.iryoku.com/smaa/
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|
*
|
|
* Hi, welcome aboard!
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|
*
|
|
* Here you'll find instructions to get the shader up and running as fast as
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* possible.
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|
*
|
|
* IMPORTANTE NOTICE: when updating, remember to update both this file and the
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* precomputed textures! They may change from version to version.
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|
*
|
|
* The shader has three passes, chained together as follows:
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*
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|
* |input|------------------\
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* v |
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* [ SMAA*EdgeDetection ] |
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* v |
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* |edgesTex| |
|
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* v |
|
|
* [ SMAABlendingWeightCalculation ] |
|
|
* v |
|
|
* |blendTex| |
|
|
* v |
|
|
* [ SMAANeighborhoodBlending ] <------/
|
|
* v
|
|
* |output|
|
|
*
|
|
* Note that each [pass] has its own vertex and pixel shader. Remember to use
|
|
* oversized triangles instead of quads to avoid overshading along the
|
|
* diagonal.
|
|
*
|
|
* You've three edge detection methods to choose from: luma, color or depth.
|
|
* They represent different quality/performance and anti-aliasing/sharpness
|
|
* tradeoffs, so our recommendation is for you to choose the one that best
|
|
* suits your particular scenario:
|
|
*
|
|
* - Depth edge detection is usually the fastest but it may miss some edges.
|
|
*
|
|
* - Luma edge detection is usually more expensive than depth edge detection,
|
|
* but catches visible edges that depth edge detection can miss.
|
|
*
|
|
* - Color edge detection is usually the most expensive one but catches
|
|
* chroma-only edges.
|
|
*
|
|
* For quickstarters: just use luma edge detection.
|
|
*
|
|
* The general advice is to not rush the integration process and ensure each
|
|
* step is done correctly (don't try to integrate SMAA T2x with predicated edge
|
|
* detection from the start!). Ok then, let's go!
|
|
*
|
|
* 1. The first step is to create two RGBA temporal render targets for holding
|
|
* |edgesTex| and |blendTex|.
|
|
*
|
|
* In DX10 or DX11, you can use a RG render target for the edges texture.
|
|
* In the case of NVIDIA GPUs, using RG render targets seems to actually be
|
|
* slower.
|
|
*
|
|
* On the Xbox 360, you can use the same render target for resolving both
|
|
* |edgesTex| and |blendTex|, as they aren't needed simultaneously.
|
|
*
|
|
* 2. Both temporal render targets |edgesTex| and |blendTex| must be cleared
|
|
* each frame. Do not forget to clear the alpha channel!
|
|
*
|
|
* 3. The next step is loading the two supporting precalculated textures,
|
|
* 'areaTex' and 'searchTex'. You'll find them in the 'Textures' folder as
|
|
* C++ headers, and also as regular DDS files. They'll be needed for the
|
|
* 'SMAABlendingWeightCalculation' pass.
|
|
*
|
|
* If you use the C++ headers, be sure to load them in the format specified
|
|
* inside of them.
|
|
*
|
|
* You can also compress 'areaTex' and 'searchTex' using BC5 and BC4
|
|
* respectively, if you have that option in your content processor pipeline.
|
|
* When compressing then, you get a non-perceptible quality decrease, and a
|
|
* marginal performance increase.
|
|
*
|
|
* 4. All samplers must be set to linear filtering and clamp.
|
|
*
|
|
* After you get the technique working, remember that 64-bit inputs have
|
|
* half-rate linear filtering on GCN.
|
|
*
|
|
* If SMAA is applied to 64-bit color buffers, switching to point filtering
|
|
* when accessing them will increase the performance. Search for
|
|
* 'SMAASamplePoint' to see which textures may benefit from point
|
|
* filtering, and where (which is basically the color input in the edge
|
|
* detection and resolve passes).
|
|
*
|
|
* 5. All texture reads and buffer writes must be non-sRGB, with the exception
|
|
* of the input read and the output write in
|
|
* 'SMAANeighborhoodBlending' (and only in this pass!). If sRGB reads in
|
|
* this last pass are not possible, the technique will work anyway, but
|
|
* will perform antialiasing in gamma space.
|
|
*
|
|
* IMPORTANT: for best results the input read for the color/luma edge
|
|
* detection should *NOT* be sRGB.
|
|
*
|
|
* 6. Before including SMAA.h you'll have to setup the render target metrics,
|
|
* the target and any optional configuration defines. Optionally you can
|
|
* use a preset.
|
|
*
|
|
* You have the following targets available:
|
|
* SMAA_HLSL_3
|
|
* SMAA_HLSL_4
|
|
* SMAA_HLSL_4_1
|
|
* SMAA_GLSL_3 *
|
|
* SMAA_GLSL_4 *
|
|
*
|
|
* * (See SMAA_INCLUDE_VS and SMAA_INCLUDE_PS below).
|
|
*
|
|
* And four presets:
|
|
* SMAA_PRESET_LOW (%60 of the quality)
|
|
* SMAA_PRESET_MEDIUM (%80 of the quality)
|
|
* SMAA_PRESET_HIGH (%95 of the quality)
|
|
* SMAA_PRESET_ULTRA (%99 of the quality)
|
|
*
|
|
* For example:
|
|
* #define SMAA_RT_METRICS float4(1.0 / 1280.0, 1.0 / 720.0, 1280.0, 720.0)
|
|
* #define SMAA_HLSL_4
|
|
* #define SMAA_PRESET_HIGH
|
|
* #include "SMAA.h"
|
|
*
|
|
* Note that SMAA_RT_METRICS doesn't need to be a macro, it can be a
|
|
* uniform variable. The code is designed to minimize the impact of not
|
|
* using a constant value, but it is still better to hardcode it.
|
|
*
|
|
* Depending on how you encoded 'areaTex' and 'searchTex', you may have to
|
|
* add (and customize) the following defines before including SMAA.h:
|
|
* #define SMAA_AREATEX_SELECT(sample) sample.rg
|
|
* #define SMAA_SEARCHTEX_SELECT(sample) sample.r
|
|
*
|
|
* If your engine is already using porting macros, you can define
|
|
* SMAA_CUSTOM_SL, and define the porting functions by yourself.
|
|
*
|
|
* 7. Then, you'll have to setup the passes as indicated in the scheme above.
|
|
* You can take a look into SMAA.fx, to see how we did it for our demo.
|
|
* Checkout the function wrappers, you may want to copy-paste them!
|
|
*
|
|
* 8. It's recommended to validate the produced |edgesTex| and |blendTex|.
|
|
* You can use a screenshot from your engine to compare the |edgesTex|
|
|
* and |blendTex| produced inside of the engine with the results obtained
|
|
* with the reference demo.
|
|
*
|
|
* 9. After you get the last pass to work, it's time to optimize. You'll have
|
|
* to initialize a stencil buffer in the first pass (discard is already in
|
|
* the code), then mask execution by using it the second pass. The last
|
|
* pass should be executed in all pixels.
|
|
*
|
|
*
|
|
* After this point you can choose to enable predicated thresholding,
|
|
* temporal supersampling and motion blur integration:
|
|
*
|
|
* a) If you want to use predicated thresholding, take a look into
|
|
* SMAA_PREDICATION; you'll need to pass an extra texture in the edge
|
|
* detection pass.
|
|
*
|
|
* b) If you want to enable temporal supersampling (SMAA T2x):
|
|
*
|
|
* 1. The first step is to render using subpixel jitters. I won't go into
|
|
* detail, but it's as simple as moving each vertex position in the
|
|
* vertex shader, you can check how we do it in our DX10 demo.
|
|
*
|
|
* 2. Then, you must setup the temporal resolve. You may want to take a look
|
|
* into SMAAResolve for resolving 2x modes. After you get it working, you'll
|
|
* probably see ghosting everywhere. But fear not, you can enable the
|
|
* CryENGINE temporal reprojection by setting the SMAA_REPROJECTION macro.
|
|
* Check out SMAA_DECODE_VELOCITY if your velocity buffer is encoded.
|
|
*
|
|
* 3. The next step is to apply SMAA to each subpixel jittered frame, just as
|
|
* done for 1x.
|
|
*
|
|
* 4. At this point you should already have something usable, but for best
|
|
* results the proper area textures must be set depending on current jitter.
|
|
* For this, the parameter 'subsampleIndices' of
|
|
* 'SMAABlendingWeightCalculationPS' must be set as follows, for our T2x
|
|
* mode:
|
|
*
|
|
* @SUBSAMPLE_INDICES
|
|
*
|
|
* | S# | Camera Jitter | subsampleIndices |
|
|
* +----+------------------+---------------------+
|
|
* | 0 | ( 0.25, -0.25) | float4(1, 1, 1, 0) |
|
|
* | 1 | (-0.25, 0.25) | float4(2, 2, 2, 0) |
|
|
*
|
|
* These jitter positions assume a bottom-to-top y axis. S# stands for the
|
|
* sample number.
|
|
*
|
|
* More information about temporal supersampling here:
|
|
* http://iryoku.com/aacourse/downloads/13-Anti-Aliasing-Methods-in-CryENGINE-3.pdf
|
|
*
|
|
* c) If you want to enable spatial multisampling (SMAA S2x):
|
|
*
|
|
* 1. The scene must be rendered using MSAA 2x. The MSAA 2x buffer must be
|
|
* created with:
|
|
* - DX10: see below (*)
|
|
* - DX10.1: D3D10_STANDARD_MULTISAMPLE_PATTERN or
|
|
* - DX11: D3D11_STANDARD_MULTISAMPLE_PATTERN
|
|
*
|
|
* This allows one to ensure that the subsample order matches the table in
|
|
* @SUBSAMPLE_INDICES.
|
|
*
|
|
* (*) In the case of DX10, we refer the reader to:
|
|
* - SMAA::detectMSAAOrder and
|
|
* - SMAA::msaaReorder
|
|
*
|
|
* These functions allows one to match the standard multisample patterns by
|
|
* detecting the subsample order for a specific GPU, and reordering
|
|
* them appropriately.
|
|
*
|
|
* 2. A shader must be run to output each subsample into a separate buffer
|
|
* (DX10 is required). You can use SMAASeparate for this purpose, or just do
|
|
* it in an existing pass (for example, in the tone mapping pass, which has
|
|
* the advantage of feeding tone mapped subsamples to SMAA, which will yield
|
|
* better results).
|
|
*
|
|
* 3. The full SMAA 1x pipeline must be run for each separated buffer, storing
|
|
* the results in the final buffer. The second run should alpha blend with
|
|
* the existing final buffer using a blending factor of 0.5.
|
|
* 'subsampleIndices' must be adjusted as in the SMAA T2x case (see point
|
|
* b).
|
|
*
|
|
* d) If you want to enable temporal supersampling on top of SMAA S2x
|
|
* (which actually is SMAA 4x):
|
|
*
|
|
* 1. SMAA 4x consists on temporally jittering SMAA S2x, so the first step is
|
|
* to calculate SMAA S2x for current frame. In this case, 'subsampleIndices'
|
|
* must be set as follows:
|
|
*
|
|
* | F# | S# | Camera Jitter | Net Jitter | subsampleIndices |
|
|
* +----+----+--------------------+-------------------+----------------------+
|
|
* | 0 | 0 | ( 0.125, 0.125) | ( 0.375, -0.125) | float4(5, 3, 1, 3) |
|
|
* | 0 | 1 | ( 0.125, 0.125) | (-0.125, 0.375) | float4(4, 6, 2, 3) |
|
|
* +----+----+--------------------+-------------------+----------------------+
|
|
* | 1 | 2 | (-0.125, -0.125) | ( 0.125, -0.375) | float4(3, 5, 1, 4) |
|
|
* | 1 | 3 | (-0.125, -0.125) | (-0.375, 0.125) | float4(6, 4, 2, 4) |
|
|
*
|
|
* These jitter positions assume a bottom-to-top y axis. F# stands for the
|
|
* frame number. S# stands for the sample number.
|
|
*
|
|
* 2. After calculating SMAA S2x for current frame (with the new subsample
|
|
* indices), previous frame must be reprojected as in SMAA T2x mode (see
|
|
* point b).
|
|
*
|
|
* e) If motion blur is used, you may want to do the edge detection pass
|
|
* together with motion blur. This has two advantages:
|
|
*
|
|
* 1. Pixels under heavy motion can be omitted from the edge detection process.
|
|
* For these pixels we can just store "no edge", as motion blur will take
|
|
* care of them.
|
|
* 2. The center pixel tap is reused.
|
|
*
|
|
* Note that in this case depth testing should be used instead of stenciling,
|
|
* as we have to write all the pixels in the motion blur pass.
|
|
*
|
|
* That's it!
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// SMAA Presets
|
|
|
|
/**
|
|
* Note that if you use one of these presets, the following configuration
|
|
* macros will be ignored if set in the "Configurable Defines" section.
|
|
*/
|
|
|
|
#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_MAX_SEARCH_STEPS 16
|
|
#define SMAA_MAX_SEARCH_STEPS_DIAG 8
|
|
#define SMAA_CORNER_ROUNDING 25
|
|
#elif defined(SMAA_PRESET_ULTRA)
|
|
#define SMAA_THRESHOLD 0.005
|
|
//0.05
|
|
#define SMAA_MAX_SEARCH_STEPS 64
|
|
//32
|
|
#define SMAA_MAX_SEARCH_STEPS_DIAG 32
|
|
//16
|
|
#define SMAA_CORNER_ROUNDING 25
|
|
#endif
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Configurable Defines
|
|
|
|
/**
|
|
* SMAA_THRESHOLD specifies the threshold or sensitivity to edges.
|
|
* Lowering this value you will be able to detect more edges at the expense of
|
|
* performance.
|
|
*
|
|
* Range: [0, 0.5]
|
|
* 0.1 is a reasonable value, and allows one to catch most visible edges.
|
|
* 0.05 is a rather overkill value, that allows one to catch 'em all.
|
|
*
|
|
* If temporal supersampling is used, 0.2 could be a reasonable value, as low
|
|
* contrast edges are properly filtered by just 2x.
|
|
*/
|
|
#ifndef SMAA_THRESHOLD
|
|
#define SMAA_THRESHOLD 0.1
|
|
#endif
|
|
|
|
/**
|
|
* SMAA_DEPTH_THRESHOLD specifies the threshold for depth edge detection.
|
|
*
|
|
* Range: depends on the depth range of the scene.
|
|
*/
|
|
#ifndef SMAA_DEPTH_THRESHOLD
|
|
#define SMAA_DEPTH_THRESHOLD (0.1 * SMAA_THRESHOLD)
|
|
#endif
|
|
|
|
/**
|
|
* SMAA_MAX_SEARCH_STEPS specifies the maximum steps performed in the
|
|
* horizontal/vertical pattern searches, at each side of the pixel.
|
|
*
|
|
* In number of pixels, it's actually the double. So the maximum line length
|
|
* perfectly handled by, for example 16, is 64 (by perfectly, we meant that
|
|
* longer lines won't look as good, but still antialiased).
|
|
*
|
|
* Range: [0, 112]
|
|
*/
|
|
#ifndef SMAA_MAX_SEARCH_STEPS
|
|
#define SMAA_MAX_SEARCH_STEPS 16
|
|
#endif
|
|
)SHADER_SOURCE";
|
|
|
|
const char smaa_base_shader_p2[] = R"SHADER_SOURCE(
|
|
/**
|
|
* SMAA_MAX_SEARCH_STEPS_DIAG specifies the maximum steps performed in the
|
|
* diagonal pattern searches, at each side of the pixel. In this case we jump
|
|
* one pixel at time, instead of two.
|
|
*
|
|
* Range: [0, 20]
|
|
*
|
|
* On high-end machines it is cheap (between a 0.8x and 0.9x slower for 16
|
|
* steps), but it can have a significant impact on older machines.
|
|
*
|
|
* Define SMAA_DISABLE_DIAG_DETECTION to disable diagonal processing.
|
|
*/
|
|
#ifndef SMAA_MAX_SEARCH_STEPS_DIAG
|
|
#define SMAA_MAX_SEARCH_STEPS_DIAG 8
|
|
#endif
|
|
|
|
/**
|
|
* SMAA_CORNER_ROUNDING specifies how much sharp corners will be rounded.
|
|
*
|
|
* Range: [0, 100]
|
|
*
|
|
* Define SMAA_DISABLE_CORNER_DETECTION to disable corner processing.
|
|
*/
|
|
#ifndef SMAA_CORNER_ROUNDING
|
|
#define SMAA_CORNER_ROUNDING 25
|
|
#endif
|
|
|
|
/**
|
|
* If there is an neighbor edge that has SMAA_LOCAL_CONTRAST_FACTOR times
|
|
* bigger contrast than current edge, current edge will be discarded.
|
|
*
|
|
* This allows one to eliminate spurious crossing edges, and is based on the fact
|
|
* that, if there is too much contrast in a direction, that will hide
|
|
* perceptually contrast in the other neighbors.
|
|
*/
|
|
#ifndef SMAA_LOCAL_CONTRAST_ADAPTATION_FACTOR
|
|
#define SMAA_LOCAL_CONTRAST_ADAPTATION_FACTOR 2.0
|
|
#endif
|
|
|
|
/**
|
|
* Predicated thresholding allows one to better preserve texture details and to
|
|
* improve performance, by decreasing the number of detected edges using an
|
|
* additional buffer like the light accumulation buffer, object ids or even the
|
|
* depth buffer (the depth buffer usage may be limited to indoor or short range
|
|
* scenes).
|
|
*
|
|
* It locally decreases the luma or color threshold if an edge is found in an
|
|
* additional buffer (so the global threshold can be higher).
|
|
*
|
|
* This method was developed by Playstation EDGE MLAA team, and used in
|
|
* Killzone 3, by using the light accumulation buffer. More information here:
|
|
* http://iryoku.com/aacourse/downloads/06-MLAA-on-PS3.pptx
|
|
*/
|
|
#ifndef SMAA_PREDICATION
|
|
#define SMAA_PREDICATION 0
|
|
#endif
|
|
|
|
/**
|
|
* Threshold to be used in the additional predication buffer.
|
|
*
|
|
* Range: depends on the input, so you'll have to find the magic number that
|
|
* works for you.
|
|
*/
|
|
#ifndef SMAA_PREDICATION_THRESHOLD
|
|
#define SMAA_PREDICATION_THRESHOLD 0.01
|
|
#endif
|
|
|
|
/**
|
|
* How much to scale the global threshold used for luma or color edge
|
|
* detection when using predication.
|
|
*
|
|
* Range: [1, 5]
|
|
*/
|
|
#ifndef SMAA_PREDICATION_SCALE
|
|
#define SMAA_PREDICATION_SCALE 2.0
|
|
#endif
|
|
|
|
/**
|
|
* How much to locally decrease the threshold.
|
|
*
|
|
* Range: [0, 1]
|
|
*/
|
|
#ifndef SMAA_PREDICATION_STRENGTH
|
|
#define SMAA_PREDICATION_STRENGTH 0.4
|
|
#endif
|
|
|
|
/**
|
|
* Temporal reprojection allows one to remove ghosting artifacts when using
|
|
* temporal supersampling. We use the CryEngine 3 method which also introduces
|
|
* velocity weighting. This feature is of extreme importance for totally
|
|
* removing ghosting. More information here:
|
|
* http://iryoku.com/aacourse/downloads/13-Anti-Aliasing-Methods-in-CryENGINE-3.pdf
|
|
*
|
|
* Note that you'll need to setup a velocity buffer for enabling reprojection.
|
|
* For static geometry, saving the previous depth buffer is a viable
|
|
* alternative.
|
|
*/
|
|
#ifndef SMAA_REPROJECTION
|
|
#define SMAA_REPROJECTION 0
|
|
#endif
|
|
|
|
/**
|
|
* SMAA_REPROJECTION_WEIGHT_SCALE controls the velocity weighting. It allows one
|
|
* to remove ghosting trails behind the moving object, which are not removed by
|
|
* just using reprojection. Using low values will exhibit ghosting, while using
|
|
* high values will disable temporal supersampling under motion.
|
|
*
|
|
* Behind the scenes, velocity weighting removes temporal supersampling when
|
|
* the velocity of the subsamples differs (meaning they are different objects).
|
|
*
|
|
* Range: [0, 80]
|
|
*/
|
|
#ifndef SMAA_REPROJECTION_WEIGHT_SCALE
|
|
#define SMAA_REPROJECTION_WEIGHT_SCALE 30.0
|
|
#endif
|
|
|
|
/**
|
|
* On some compilers, discard cannot be used in vertex shaders. Thus, they need
|
|
* to be compiled separately.
|
|
*/
|
|
#ifndef SMAA_INCLUDE_VS
|
|
#define SMAA_INCLUDE_VS 1
|
|
#endif
|
|
#ifndef SMAA_INCLUDE_PS
|
|
#define SMAA_INCLUDE_PS 1
|
|
#endif
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Texture Access Defines
|
|
|
|
#ifndef SMAA_AREATEX_SELECT
|
|
#if defined(SMAA_HLSL_3)
|
|
#define SMAA_AREATEX_SELECT(sample) sample.ra
|
|
#else
|
|
#define SMAA_AREATEX_SELECT(sample) sample.rg
|
|
#endif
|
|
#endif
|
|
|
|
#ifndef SMAA_SEARCHTEX_SELECT
|
|
#define SMAA_SEARCHTEX_SELECT(sample) sample.r
|
|
#endif
|
|
|
|
#ifndef SMAA_DECODE_VELOCITY
|
|
#define SMAA_DECODE_VELOCITY(sample) sample.rg
|
|
#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 / float2(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 float2(66.0, 33.0)
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#define SMAA_SEARCHTEX_PACKED_SIZE float2(64.0, 16.0)
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#define SMAA_CORNER_ROUNDING_NORM (float(SMAA_CORNER_ROUNDING) / 100.0)
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//-----------------------------------------------------------------------------
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// Porting Functions
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#if defined(SMAA_HLSL_3)
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#define SMAATexture2D(tex) sampler2D tex
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#define SMAATexturePass2D(tex) tex
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#define SMAASampleLevelZero(tex, coord) tex2Dlod(tex, float4(coord, 0.0, 0.0))
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#define SMAASampleLevelZeroPoint(tex, coord) tex2Dlod(tex, float4(coord, 0.0, 0.0))
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#define SMAASampleLevelZeroOffset(tex, coord, offset) tex2Dlod(tex, float4(coord + offset * SMAA_RT_METRICS.xy, 0.0, 0.0))
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#define SMAASample(tex, coord) tex2D(tex, coord)
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#define SMAASamplePoint(tex, coord) tex2D(tex, coord)
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#define SMAASampleOffset(tex, coord, offset) tex2D(tex, coord + offset * SMAA_RT_METRICS.xy)
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#define SMAA_FLATTEN [flatten]
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#define SMAA_BRANCH [branch]
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#endif
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#if defined(SMAA_HLSL_4) || defined(SMAA_HLSL_4_1)
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SamplerState LinearSampler { Filter = MIN_MAG_LINEAR_MIP_POINT; AddressU = Clamp; AddressV = Clamp; };
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SamplerState PointSampler { Filter = MIN_MAG_MIP_POINT; AddressU = Clamp; AddressV = Clamp; };
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#define SMAATexture2D(tex) Texture2D tex
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#define SMAATexturePass2D(tex) tex
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#define SMAASampleLevelZero(tex, coord) tex.SampleLevel(LinearSampler, coord, 0)
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#define SMAASampleLevelZeroPoint(tex, coord) tex.SampleLevel(PointSampler, coord, 0)
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#define SMAASampleLevelZeroOffset(tex, coord, offset) tex.SampleLevel(LinearSampler, coord, 0, offset)
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#define SMAASample(tex, coord) tex.Sample(LinearSampler, coord)
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#define SMAASamplePoint(tex, coord) tex.Sample(PointSampler, coord)
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#define SMAASampleOffset(tex, coord, offset) tex.Sample(LinearSampler, coord, offset)
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#define SMAA_FLATTEN [flatten]
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#define SMAA_BRANCH [branch]
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#define SMAATexture2DMS2(tex) Texture2DMS<float4, 2> tex
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#define SMAALoad(tex, pos, sample) tex.Load(pos, sample)
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#if defined(SMAA_HLSL_4_1)
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#define SMAAGather(tex, coord) tex.Gather(LinearSampler, coord, 0)
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#endif
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#endif
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#if defined(SMAA_GLSL_2_1) || defined(SMAA_GLSL_3) || defined(SMAA_GLSL_4)
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#define SMAATexture2D(tex) sampler2D tex
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#define SMAATexturePass2D(tex) tex
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#define SMAASampleLevelZero(tex, coord) textureLod(tex, coord, 0.0)
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#define SMAASampleLevelZeroPoint(tex, coord) textureLod(tex, coord, 0.0)
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#define SMAASampleLevelZeroOffset(tex, coord, offset) textureLodOffset(tex, coord, 0.0, offset)
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#if defined(SMAA_GLSL_2_1)
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#define SMAASample(tex, coord) texture2D(tex, coord)
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#define SMAASamplePoint(tex, coord) texture2D(tex, coord)
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#define SMAASampleOffset(tex, coord, offset) texture2D(tex, coord + offset * SMAA_RT_METRICS.rg)
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#define round(x) floor(x + 0.5)
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#define textureLod(tex, coord, level) texture2D(tex, coord)
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#define textureLodOffset(tex, coord, level, offset) texture2D(tex, coord + offset * SMAA_RT_METRICS.rg)
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#else
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#define SMAASample(tex, coord) texture(tex, coord)
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#define SMAASamplePoint(tex, coord) texture(tex, coord)
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#define SMAASampleOffset(tex, coord, offset) texture(tex, coord, offset)
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#endif
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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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#if defined(SMAA_GLSL_4)
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#define mad(a, b, c) fma(a, b, c)
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#define SMAAGather(tex, coord) textureGather(tex, coord)
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#else
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#define mad(a, b, c) (a * b + c)
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#endif
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#define float2 vec2
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#define float3 vec3
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#define float4 vec4
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#define int2 ivec2
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#define int3 ivec3
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#define int4 ivec4
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#define bool2 bvec2
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#define bool3 bvec3
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#define bool4 bvec4
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#endif
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#if !defined(SMAA_HLSL_3) && !defined(SMAA_HLSL_4) && !defined(SMAA_HLSL_4_1) && !defined(SMAA_GLSL_2_1) && !defined(SMAA_GLSL_3) && !defined(SMAA_GLSL_4) && !defined(SMAA_CUSTOM_SL)
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#error you must define the shading language: SMAA_HLSL_*, SMAA_GLSL_* or SMAA_CUSTOM_SL
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#endif
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//-----------------------------------------------------------------------------
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// Misc functions
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/**
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* Gathers current pixel, and the top-left neighbors.
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*/
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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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/**
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* Adjusts the threshold by means of predication.
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*/
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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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/**
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* Conditional move:
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*/
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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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#if SMAA_INCLUDE_VS
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//-----------------------------------------------------------------------------
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// Vertex Shaders
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/**
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* Edge Detection Vertex Shader
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*/
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void SMAAEdgeDetectionVS(float2 texcoord,
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out float4 offset[3]) {
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offset[0] = mad(SMAA_RT_METRICS.xyxy, float4(-1.0, 0.0, 0.0, -1.0), texcoord.xyxy);
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offset[1] = mad(SMAA_RT_METRICS.xyxy, float4( 1.0, 0.0, 0.0, 1.0), texcoord.xyxy);
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offset[2] = mad(SMAA_RT_METRICS.xyxy, float4(-2.0, 0.0, 0.0, -2.0), texcoord.xyxy);
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}
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/**
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* Blend Weight Calculation Vertex Shader
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*/
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void SMAABlendingWeightCalculationVS(float2 texcoord,
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out float2 pixcoord,
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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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/**
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* Neighborhood Blending Vertex Shader
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*/
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void SMAANeighborhoodBlendingVS(float2 texcoord,
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out float4 offset) {
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offset = mad(SMAA_RT_METRICS.xyxy, float4( 1.0, 0.0, 0.0, 1.0), texcoord.xyxy);
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}
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#endif // SMAA_INCLUDE_VS
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#if SMAA_INCLUDE_PS
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//-----------------------------------------------------------------------------
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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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|
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// Calculate right and bottom deltas:
|
|
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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|
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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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)SHADER_SOURCE";
|
|
|
|
extern const char smaa_base_shader_p3[] = R"SHADER_SOURCE(
|
|
/**
|
|
* Depth Edge Detection
|
|
*/
|
|
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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|
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if (dot(edges, float2(1.0, 1.0)) == 0.0)
|
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discard;
|
|
|
|
return edges;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Diagonal Search Functions
|
|
|
|
#if !defined(SMAA_DISABLE_DIAG_DETECTION)
|
|
|
|
/**
|
|
* Allows one to decode two binary values from a bilinear-filtered access.
|
|
*/
|
|
float2 SMAADecodeDiagBilinearAccess(float2 e) {
|
|
// Bilinear access for fetching 'e' have a 0.25 offset, and we are
|
|
// interested in the R and G edges:
|
|
//
|
|
// +---G---+-------+
|
|
// | x o R x |
|
|
// +-------+-------+
|
|
//
|
|
// Then, if one of these edge is enabled:
|
|
// Red: (0.75 * X + 0.25 * 1) => 0.25 or 1.0
|
|
// Green: (0.75 * 1 + 0.25 * X) => 0.75 or 1.0
|
|
//
|
|
// This function will unpack the values (mad + mul + round):
|
|
// wolframalpha.com: round(x * abs(5 * x - 5 * 0.75)) plot 0 to 1
|
|
e.r = e.r * abs(5.0 * e.r - 5.0 * 0.75);
|
|
return round(e);
|
|
}
|
|
|
|
float4 SMAADecodeDiagBilinearAccess(float4 e) {
|
|
e.rb = e.rb * abs(5.0 * e.rb - 5.0 * 0.75);
|
|
return round(e);
|
|
}
|
|
|
|
/**
|
|
* These functions allows one to perform diagonal pattern searches.
|
|
*/
|
|
float2 SMAASearchDiag1(SMAATexture2D(edgesTex), float2 texcoord, float2 dir, out float2 e) {
|
|
float4 coord = float4(texcoord, -1.0, 1.0);
|
|
float3 t = float3(SMAA_RT_METRICS.xy, 1.0);
|
|
while (coord.z < float(SMAA_MAX_SEARCH_STEPS_DIAG - 1) &&
|
|
coord.w > 0.9) {
|
|
coord.xyz = mad(t, float3(dir, 1.0), coord.xyz);
|
|
e = SMAASampleLevelZero(edgesTex, coord.xy).rg;
|
|
coord.w = dot(e, float2(0.5, 0.5));
|
|
}
|
|
return coord.zw;
|
|
}
|
|
|
|
float2 SMAASearchDiag2(SMAATexture2D(edgesTex), float2 texcoord, float2 dir, out float2 e) {
|
|
float4 coord = float4(texcoord, -1.0, 1.0);
|
|
coord.x += 0.25 * SMAA_RT_METRICS.x; // See @SearchDiag2Optimization
|
|
float3 t = float3(SMAA_RT_METRICS.xy, 1.0);
|
|
while (coord.z < float(SMAA_MAX_SEARCH_STEPS_DIAG - 1) &&
|
|
coord.w > 0.9) {
|
|
coord.xyz = mad(t, float3(dir, 1.0), coord.xyz);
|
|
|
|
// @SearchDiag2Optimization
|
|
// Fetch both edges at once using bilinear filtering:
|
|
e = SMAASampleLevelZero(edgesTex, coord.xy).rg;
|
|
e = SMAADecodeDiagBilinearAccess(e);
|
|
|
|
// Non-optimized version:
|
|
// e.g = SMAASampleLevelZero(edgesTex, coord.xy).g;
|
|
// e.r = SMAASampleLevelZeroOffset(edgesTex, coord.xy, int2(1, 0)).r;
|
|
|
|
coord.w = dot(e, float2(0.5, 0.5));
|
|
}
|
|
return coord.zw;
|
|
}
|
|
|
|
/**
|
|
* Similar to SMAAArea, this calculates the area corresponding to a certain
|
|
* diagonal distance and crossing edges 'e'.
|
|
*/
|
|
float2 SMAAAreaDiag(SMAATexture2D(areaTex), float2 dist, float2 e, float offset) {
|
|
float2 texcoord = mad(float2(SMAA_AREATEX_MAX_DISTANCE_DIAG, SMAA_AREATEX_MAX_DISTANCE_DIAG), e, 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);
|
|
|
|
// Diagonal areas are on the second half of the texture:
|
|
texcoord.x += 0.5;
|
|
|
|
// Move to proper place, according to the subpixel offset:
|
|
texcoord.y += SMAA_AREATEX_SUBTEX_SIZE * offset;
|
|
|
|
// Do it!
|
|
return SMAA_AREATEX_SELECT(SMAASampleLevelZero(areaTex, texcoord));
|
|
}
|
|
|
|
/**
|
|
* 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 one 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 one 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
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Blending Weight Calculation Pixel Shader (Second Pass)
|
|
|
|
float4 SMAABlendingWeightCalculationPS(float2 texcoord,
|
|
float2 pixcoord,
|
|
float4 offset[3],
|
|
SMAATexture2D(edgesTex),
|
|
SMAATexture2D(areaTex),
|
|
SMAATexture2D(searchTex),
|
|
float4 subsampleIndices) { // Just pass zero for SMAA 1x, see @SUBSAMPLE_INDICES.
|
|
float4 weights = float4(0.0, 0.0, 0.0, 0.0);
|
|
|
|
float2 e = SMAASample(edgesTex, texcoord).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(SMAATexturePass2D(edgesTex), SMAATexturePass2D(areaTex), texcoord, e, subsampleIndices);
|
|
|
|
// We give priority to diagonals, so if we find a diagonal we skip
|
|
// horizontal/vertical processing.
|
|
SMAA_BRANCH
|
|
if (weights.r == -weights.g) { // weights.r + weights.g == 0.0
|
|
#endif
|
|
|
|
float2 d;
|
|
|
|
// Find the distance to the left:
|
|
float3 coords;
|
|
coords.x = SMAASearchXLeft(SMAATexturePass2D(edgesTex), SMAATexturePass2D(searchTex), offset[0].xy, offset[2].x);
|
|
coords.y = offset[1].y; // offset[1].y = texcoord.y - 0.25 * SMAA_RT_METRICS.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 = SMAASampleLevelZero(edgesTex, coords.xy).r;
|
|
|
|
// Find the distance to the right:
|
|
coords.z = SMAASearchXRight(SMAATexturePass2D(edgesTex), SMAATexturePass2D(searchTex), offset[0].zw, offset[2].y);
|
|
d.y = coords.z;
|
|
|
|
// We want the distances to be in pixel units (doing this here allow one
|
|
// to better interleave arithmetic and memory accesses):
|
|
d = abs(round(mad(SMAA_RT_METRICS.zz, d, -pixcoord.xx)));
|
|
|
|
// SMAAArea below needs a sqrt, as the areas texture is compressed
|
|
// quadratically:
|
|
float2 sqrt_d = sqrt(d);
|
|
)SHADER_SOURCE";
|
|
|
|
extern const char smaa_base_shader_p4[] = R"SHADER_SOURCE(
|
|
// Fetch the right crossing edges:
|
|
float e2 = SMAASampleLevelZeroOffset(edgesTex, coords.zy, int2(1, 0)).r;
|
|
|
|
// Ok, we know how this pattern looks like, now it is time for getting
|
|
// the actual area:
|
|
weights.rg = SMAAArea(SMAATexturePass2D(areaTex), sqrt_d, e1, e2, subsampleIndices.y);
|
|
|
|
// Fix corners:
|
|
coords.y = texcoord.y;
|
|
SMAADetectHorizontalCornerPattern(SMAATexturePass2D(edgesTex), weights.rg, coords.xyzy, d);
|
|
|
|
#if !defined(SMAA_DISABLE_DIAG_DETECTION)
|
|
} else
|
|
e.r = 0.0; // Skip vertical processing.
|
|
#endif
|
|
}
|
|
|
|
SMAA_BRANCH
|
|
if (e.r > 0.0) { // Edge at west
|
|
float2 d;
|
|
|
|
// Find the distance to the top:
|
|
float3 coords;
|
|
coords.y = SMAASearchYUp(SMAATexturePass2D(edgesTex), SMAATexturePass2D(searchTex), offset[1].xy, offset[2].z);
|
|
coords.x = offset[0].x; // offset[1].x = texcoord.x - 0.25 * SMAA_RT_METRICS.x;
|
|
d.x = coords.y;
|
|
|
|
// Fetch the top crossing edges:
|
|
float e1 = SMAASampleLevelZero(edgesTex, coords.xy).g;
|
|
|
|
// Find the distance to the bottom:
|
|
coords.z = SMAASearchYDown(SMAATexturePass2D(edgesTex), SMAATexturePass2D(searchTex), offset[1].zw, offset[2].w);
|
|
d.y = coords.z;
|
|
|
|
// We want the distances to be in pixel units:
|
|
d = abs(round(mad(SMAA_RT_METRICS.ww, d, -pixcoord.yy)));
|
|
|
|
// SMAAArea below needs a sqrt, as the areas texture is compressed
|
|
// quadratically:
|
|
float2 sqrt_d = sqrt(d);
|
|
|
|
// Fetch the bottom crossing edges:
|
|
float e2 = SMAASampleLevelZeroOffset(edgesTex, coords.xz, int2(0, 1)).g;
|
|
|
|
// Get the area for this direction:
|
|
weights.ba = SMAAArea(SMAATexturePass2D(areaTex), sqrt_d, e1, e2, subsampleIndices.x);
|
|
|
|
// Fix corners:
|
|
coords.x = texcoord.x;
|
|
SMAADetectVerticalCornerPattern(SMAATexturePass2D(edgesTex), weights.ba, coords.xyxz, d);
|
|
}
|
|
|
|
return weights;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// 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;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// 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
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// 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
|
|
|
|
//-----------------------------------------------------------------------------
|
|
#endif // SMAA_INCLUDE_PS
|
|
|
|
)SHADER_SOURCE";
|
|
|
|
const char smaa_pass_1_vertex_shader[] = R"SHADER_SOURCE(
|
|
|
|
varying vec4 offset[3];
|
|
varying vec2 texcoord;
|
|
|
|
void main()
|
|
{
|
|
texcoord = gl_MultiTexCoord0.st;
|
|
SMAAEdgeDetectionVS( texcoord, offset);
|
|
gl_Position = ftransform();
|
|
|
|
}
|
|
|
|
)SHADER_SOURCE";
|
|
|
|
const char smaa_pass_1_fragment_shader[] = R"SHADER_SOURCE(
|
|
|
|
varying vec2 texcoord;
|
|
varying vec4 offset[3];
|
|
uniform sampler2D colorTex;
|
|
|
|
void main()
|
|
{
|
|
gl_FragColor.xy = SMAALumaEdgeDetectionPS(texcoord, offset, colorTex).xy;
|
|
}
|
|
|
|
)SHADER_SOURCE";
|
|
|
|
const char smaa_pass_2_vertex_shader[] = R"SHADER_SOURCE(
|
|
|
|
varying vec4 offset[3];
|
|
varying vec2 texcoord;
|
|
varying vec2 pixcoord;
|
|
|
|
void main()
|
|
{
|
|
texcoord = gl_MultiTexCoord0.st;
|
|
SMAABlendingWeightCalculationVS( texcoord, pixcoord, offset );
|
|
gl_Position = ftransform();
|
|
}
|
|
|
|
)SHADER_SOURCE";
|
|
|
|
const char smaa_pass_2_fragment_shader[] = R"SHADER_SOURCE(
|
|
|
|
varying vec2 texcoord;
|
|
varying vec2 pixcoord;
|
|
varying vec4 offset[3];
|
|
uniform sampler2D edgesTex;
|
|
uniform sampler2D areaTex;
|
|
uniform sampler2D searchTex;
|
|
|
|
void main()
|
|
{
|
|
gl_FragColor = SMAABlendingWeightCalculationPS(texcoord, pixcoord, offset, edgesTex, areaTex, searchTex, vec4(0.,0.,0.,0.));
|
|
}
|
|
|
|
)SHADER_SOURCE";
|
|
|
|
const char smaa_pass_3_vertex_shader[] = R"SHADER_SOURCE(
|
|
|
|
varying vec4 offset;
|
|
varying vec2 texcoord;
|
|
|
|
void main()
|
|
{
|
|
texcoord = gl_MultiTexCoord0.st;
|
|
SMAANeighborhoodBlendingVS( texcoord, offset );
|
|
gl_Position = ftransform();
|
|
}
|
|
|
|
)SHADER_SOURCE";
|
|
|
|
const char smaa_pass_3_fragment_shader[] = R"SHADER_SOURCE(
|
|
|
|
varying vec2 texcoord;
|
|
varying vec4 offset;
|
|
uniform sampler2D colorTex;
|
|
uniform sampler2D blendTex;
|
|
|
|
void main()
|
|
{
|
|
gl_FragColor = SMAANeighborhoodBlendingPS(texcoord, offset, colorTex, blendTex);
|
|
}
|
|
|
|
)SHADER_SOURCE";
|
|
|
|
}
|
|
}
|
|
|