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			7.4 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
		
		
			
		
	
	
			208 lines
		
	
	
		
			7.4 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
|  | /** | ||
|  |  * Copyright (C) 2013 Jorge Jimenez (jorge@iryoku.com) | ||
|  |  * Copyright (C) 2013 Jose I. Echevarria (joseignacioechevarria@gmail.com) | ||
|  |  * Copyright (C) 2013 Belen Masia (bmasia@unizar.es) | ||
|  |  * Copyright (C) 2013 Fernando Navarro (fernandn@microsoft.com) | ||
|  |  * Copyright (C) 2013 Diego Gutierrez (diegog@unizar.es) | ||
|  |  * | ||
|  |  * Permission is hereby granted, free of charge, to any person obtaining a copy | ||
|  |  * this software and associated documentation files (the "Software"), to deal in | ||
|  |  * the Software without restriction, including without limitation the rights to | ||
|  |  * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies | ||
|  |  * of the Software, and to permit persons to whom the Software is furnished to | ||
|  |  * do so, subject to the following conditions: | ||
|  |  * | ||
|  |  * The above copyright notice and this permission notice shall be included in | ||
|  |  * all copies or substantial portions of the Software. As clarification, there | ||
|  |  * is no requirement that the copyright notice and permission be included in | ||
|  |  * binary distributions of the Software. | ||
|  |  * | ||
|  |  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR | ||
|  |  * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, | ||
|  |  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE | ||
|  |  * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER | ||
|  |  * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, | ||
|  |  * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE | ||
|  |  * SOFTWARE. | ||
|  |  */ | ||
|  | 
 | ||
|  | /** | ||
|  |  *                  _______  ___  ___       ___           ___ | ||
|  |  *                 /       ||   \/   |     /   \         /   \ | ||
|  |  *                |   (---- |  \  /  |    /  ^  \       /  ^  \ | ||
|  |  *                 \   \    |  |\/|  |   /  /_\  \     /  /_\  \ | ||
|  |  *              ----)   |   |  |  |  |  /  _____  \   /  _____  \ | ||
|  |  *             |_______/    |__|  |__| /__/     \__\ /__/     \__\ | ||
|  |  *  | ||
|  |  *                               E N H A N C E D | ||
|  |  *       S U B P I X E L   M O R P H O L O G I C A L   A N T I A L I A S I N G | ||
|  |  * | ||
|  |  *                         http://www.iryoku.com/smaa/ | ||
|  |  */ | ||
|  | #version 450 | ||
|  | 
 | ||
|  | #define SMAA_THRESHOLD 0.1 | ||
|  | #define SMAA_DEPTH_THRESHOLD (0.1 * SMAA_THRESHOLD) // For depth edge detection, depends on the depth range of the scene | ||
|  | #define SMAA_LOCAL_CONTRAST_ADAPTATION_FACTOR 2.0 | ||
|  | 
 | ||
|  | uniform sampler2D colorTex; | ||
|  | 
 | ||
|  | in vec2 texCoord; | ||
|  | in vec4 offset0; | ||
|  | in vec4 offset1; | ||
|  | in vec4 offset2; | ||
|  | out vec4 fragColor; | ||
|  | 
 | ||
|  | // Misc functions | ||
|  | // Gathers current pixel, and the top-left neighbors. | ||
|  | // vec3 SMAAGatherNeighbours(vec2 texcoord/*, vec4 offset[3], sampler2D tex*/) { | ||
|  | 	// float P = textureLod(tex, texcoord, 0.0).r; | ||
|  | 	// float Pleft = textureLod(tex, offset0.xy, 0.0).r; | ||
|  | 	// float Ptop  = textureLod(tex, offset0.zw, 0.0).r; | ||
|  | 	// return vec3(P, Pleft, Ptop); | ||
|  | // } | ||
|  | 
 | ||
|  | // Edge Detection Pixel Shaders (First Pass) | ||
|  | // Adjusts the threshold by means of predication. | ||
|  | // vec2 SMAACalculatePredicatedThreshold(vec2 texcoord, vec4 offset[3], sampler2D predicationTex) { | ||
|  | //     vec3 neighbours = SMAAGatherNeighbours(texcoord, offset, predicationTex); | ||
|  | //     vec2 delta = abs(neighbours.xx - neighbours.yz); | ||
|  | //     vec2 edges = step(SMAA_PREDICATION_THRESHOLD, delta); | ||
|  | //     return SMAA_PREDICATION_SCALE * SMAA_THRESHOLD * (1.0 - SMAA_PREDICATION_STRENGTH * edges); | ||
|  | // } | ||
|  | 
 | ||
|  | // Luma Edge Detection | ||
|  | // IMPORTANT NOTICE: luma edge detection requires gamma-corrected colors, and | ||
|  | // thus 'colorTex' should be a non-sRGB texture. | ||
|  | vec2 SMAALumaEdgeDetectionPS(vec2 texcoord | ||
|  | 							   //#if SMAA_PREDICATION | ||
|  | 							   //, sampler2D predicationTex | ||
|  | 							   //#endif | ||
|  | 							   ) { | ||
|  | 	// Calculate the threshold: | ||
|  | 	//#if SMAA_PREDICATION | ||
|  | 	//vec2 threshold = SMAACalculatePredicatedThreshold(texcoord, offset, SMAATexturePass2D(predicationTex)); | ||
|  | 	//#else | ||
|  | 	vec2 threshold = vec2(SMAA_THRESHOLD, SMAA_THRESHOLD); | ||
|  | 	//#endif | ||
|  | 
 | ||
|  | 	// Calculate lumas: | ||
|  | 	vec3 weights = vec3(0.2126, 0.7152, 0.0722); | ||
|  | 	float L = dot(textureLod(colorTex, texcoord, 0.0).rgb, weights); | ||
|  | 
 | ||
|  | 	float Lleft = dot(textureLod(colorTex, offset0.xy, 0.0).rgb, weights); | ||
|  | 	float Ltop  = dot(textureLod(colorTex, offset0.zw, 0.0).rgb, weights); | ||
|  | 
 | ||
|  | 	// We do the usual threshold: | ||
|  | 	vec4 delta; | ||
|  | 	delta.xy = abs(L - vec2(Lleft, Ltop)); | ||
|  | 	vec2 edges = step(threshold, delta.xy); | ||
|  | 
 | ||
|  | 	// Then discard if there is no edge: | ||
|  | 	if (dot(edges, vec2(1.0, 1.0)) == 0.0) | ||
|  | 		discard; | ||
|  | 
 | ||
|  | 	// Calculate right and bottom deltas: | ||
|  | 	float Lright = dot(textureLod(colorTex, offset1.xy, 0.0).rgb, weights); | ||
|  | 	float Lbottom  = dot(textureLod(colorTex, offset1.zw, 0.0).rgb, weights); | ||
|  | 	delta.zw = abs(L - vec2(Lright, Lbottom)); | ||
|  | 
 | ||
|  | 	// Calculate the maximum delta in the direct neighborhood: | ||
|  | 	vec2 maxDelta = max(delta.xy, delta.zw); | ||
|  | 
 | ||
|  | 	// Calculate left-left and top-top deltas: | ||
|  | 	float Lleftleft = dot(textureLod(colorTex, offset2.xy, 0.0).rgb, weights); | ||
|  | 	float Ltoptop = dot(textureLod(colorTex, offset2.zw, 0.0).rgb, weights); | ||
|  | 	delta.zw = abs(vec2(Lleft, Ltop) - vec2(Lleftleft, Ltoptop)); | ||
|  | 
 | ||
|  | 	// Calculate the final maximum delta: | ||
|  | 	maxDelta = max(maxDelta.xy, delta.zw); | ||
|  | 	float finalDelta = max(maxDelta.x, maxDelta.y); | ||
|  | 
 | ||
|  | 	// Local contrast adaptation: | ||
|  | 	edges.xy *= step(finalDelta, SMAA_LOCAL_CONTRAST_ADAPTATION_FACTOR * delta.xy); | ||
|  | 
 | ||
|  | 	return edges; | ||
|  | } | ||
|  | 
 | ||
|  | // Color Edge Detection | ||
|  | // IMPORTANT NOTICE: color edge detection requires gamma-corrected colors, and | ||
|  | // thus 'colorTex' should be a non-sRGB texture. | ||
|  | vec2 SMAAColorEdgeDetectionPS(vec2 texcoord | ||
|  | 								//#if SMAA_PREDICATION | ||
|  | 								//, sampler2D predicationTex | ||
|  | 								//#endif | ||
|  | 								) { | ||
|  | 	// Calculate the threshold: | ||
|  | 	//#if SMAA_PREDICATION | ||
|  | 	//vec2 threshold = SMAACalculatePredicatedThreshold(texcoord, offset, predicationTex); | ||
|  | 	//#else | ||
|  | 	vec2 threshold = vec2(SMAA_THRESHOLD, SMAA_THRESHOLD); | ||
|  | 	//#endif | ||
|  | 
 | ||
|  | 	// Calculate color deltas: | ||
|  | 	vec4 delta; | ||
|  | 	vec3 C = textureLod(colorTex, texcoord, 0.0).rgb; | ||
|  | 
 | ||
|  | 	vec3 Cleft = textureLod(colorTex, offset0.xy, 0.0).rgb; | ||
|  | 	vec3 t = abs(C - Cleft); | ||
|  | 	delta.x = max(max(t.r, t.g), t.b); | ||
|  | 
 | ||
|  | 	vec3 Ctop  = textureLod(colorTex, offset0.zw, 0.0).rgb; | ||
|  | 	t = abs(C - Ctop); | ||
|  | 	delta.y = max(max(t.r, t.g), t.b); | ||
|  | 
 | ||
|  | 	// We do the usual threshold: | ||
|  | 	vec2 edges = step(threshold, delta.xy); | ||
|  | 
 | ||
|  | 	// Then discard if there is no edge: | ||
|  | 	if (dot(edges, vec2(1.0, 1.0)) == 0.0) | ||
|  | 		discard; | ||
|  | 
 | ||
|  | 	// Calculate right and bottom deltas: | ||
|  | 	vec3 Cright = textureLod(colorTex, offset1.xy, 0.0).rgb; | ||
|  | 	t = abs(C - Cright); | ||
|  | 	delta.z = max(max(t.r, t.g), t.b); | ||
|  | 
 | ||
|  | 	vec3 Cbottom  = textureLod(colorTex, offset1.zw, 0.0).rgb; | ||
|  | 	t = abs(C - Cbottom); | ||
|  | 	delta.w = max(max(t.r, t.g), t.b); | ||
|  | 
 | ||
|  | 	// Calculate the maximum delta in the direct neighborhood: | ||
|  | 	vec2 maxDelta = max(delta.xy, delta.zw); | ||
|  | 
 | ||
|  | 	// Calculate left-left and top-top deltas: | ||
|  | 	vec3 Cleftleft  = textureLod(colorTex, offset2.xy, 0.0).rgb; | ||
|  | 	t = abs(C - Cleftleft); | ||
|  | 	delta.z = max(max(t.r, t.g), t.b); | ||
|  | 
 | ||
|  | 	vec3 Ctoptop = textureLod(colorTex, offset2.zw, 0.0).rgb; | ||
|  | 	t = abs(C - Ctoptop); | ||
|  | 	delta.w = max(max(t.r, t.g), t.b); | ||
|  | 
 | ||
|  | 	// Calculate the final maximum delta: | ||
|  | 	maxDelta = max(maxDelta.xy, delta.zw); | ||
|  | 	float finalDelta = max(maxDelta.x, maxDelta.y); | ||
|  | 
 | ||
|  | 	// Local contrast adaptation: | ||
|  | 	edges.xy *= step(finalDelta, SMAA_LOCAL_CONTRAST_ADAPTATION_FACTOR * delta.xy); | ||
|  | 
 | ||
|  | 	return edges; | ||
|  | } | ||
|  | 
 | ||
|  | // Depth Edge Detection | ||
|  | // vec2 SMAADepthEdgeDetectionPS(vec2 texcoord, /*vec4 offset[3],*/ sampler2D depthTex) { | ||
|  | 	// vec3 neighbours = SMAAGatherNeighbours(texcoord, /*offset,*/ depthTex); | ||
|  | 	// vec2 delta = abs(neighbours.xx - vec2(neighbours.y, neighbours.z)); | ||
|  | 	// vec2 edges = step(SMAA_DEPTH_THRESHOLD, delta); | ||
|  | 
 | ||
|  | 	// if (dot(edges, vec2(1.0, 1.0)) == 0.0) | ||
|  | 		// discard; | ||
|  | 
 | ||
|  | 	// return edges; | ||
|  | // } | ||
|  | 
 | ||
|  | void main() { | ||
|  | 	fragColor.rg = SMAAColorEdgeDetectionPS(texCoord); | ||
|  | } |