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457
leenkx/Shaders/smaa_blend_weight/smaa_blend_weight.frag.glsl
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457
leenkx/Shaders/smaa_blend_weight/smaa_blend_weight.frag.glsl
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@ -0,0 +1,457 @@
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#version 450
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#include "compiled.inc"
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#define SMAA_MAX_SEARCH_STEPS_DIAG 8
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#define SMAA_AREATEX_MAX_DISTANCE 16
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#define SMAA_AREATEX_MAX_DISTANCE_DIAG 20
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#define SMAA_AREATEX_PIXEL_SIZE (1.0 / vec2(160.0, 560.0))
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#define SMAA_AREATEX_SUBTEX_SIZE (1.0 / 7.0)
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#define SMAA_SEARCHTEX_SIZE vec2(66.0, 33.0)
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#define SMAA_SEARCHTEX_PACKED_SIZE vec2(64.0, 16.0)
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#define SMAA_CORNER_ROUNDING 25
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#define SMAA_CORNER_ROUNDING_NORM (float(SMAA_CORNER_ROUNDING) / 100.0)
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#define SMAA_AREATEX_SELECT(sample) sample.rg
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#define SMAA_SEARCHTEX_SELECT(sample) sample.r
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#define mad(a, b, c) (a * b + c)
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#define saturate(a) clamp(a, 0.0, 1.0)
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#define round(a) floor(a + 0.5)
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uniform sampler2D edgesTex;
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uniform sampler2D areaTex;
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uniform sampler2D searchTex;
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uniform vec2 screenSize;
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uniform vec2 screenSizeInv;
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in vec2 texCoord;
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in vec2 pixcoord;
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in vec4 offset0;
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in vec4 offset1;
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in vec4 offset2;
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out vec4 fragColor;
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// Blending Weight Calculation Pixel Shader (Second Pass)
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vec2 cdw_end;
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vec4 textureLodA(sampler2D tex, vec2 coord, float lod) {
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#ifdef _InvY
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coord.y = 1.0 - coord.y;
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#endif
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return textureLod(tex, coord, lod);
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}
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#define SMAASampleLevelZeroOffset(tex, coord, offset) textureLodA(tex, coord + offset * screenSizeInv.xy, 0.0)
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//-----------------------------------------------------------------------------
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// Diagonal Search Functions
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// #if !defined(SMAA_DISABLE_DIAG_DETECTION)
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/**
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* Allows to decode two binary values from a bilinear-filtered access.
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*/
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vec2 SMAADecodeDiagBilinearAccess(vec2 e) {
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// Bilinear access for fetching 'e' have a 0.25 offset, and we are
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// interested in the R and G edges:
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//
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// +---G---+-------+
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// | x o R x |
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// +-------+-------+
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//
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// Then, if one of these edge is enabled:
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// Red: (0.75 * X + 0.25 * 1) => 0.25 or 1.0
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// Green: (0.75 * 1 + 0.25 * X) => 0.75 or 1.0
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//
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// This function will unpack the values (mad + mul + round):
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// wolframalpha.com: round(x * abs(5 * x - 5 * 0.75)) plot 0 to 1
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e.r = e.r * abs(5.0 * e.r - 5.0 * 0.75);
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return round(e);
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}
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vec4 SMAADecodeDiagBilinearAccess(vec4 e) {
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e.rb = e.rb * abs(5.0 * e.rb - 5.0 * 0.75);
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return round(e);
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}
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/**
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* These functions allows to perform diagonal pattern searches.
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*/
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vec2 SMAASearchDiag1(vec2 texcoord, vec2 dir/*, out vec2 e*/) {
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vec4 coord = vec4(texcoord, -1.0, 1.0);
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vec3 t = vec3(screenSizeInv.xy, 1.0);
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float cw = coord.w; // TODO: krafix hlsl bug
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while (coord.z < float(SMAA_MAX_SEARCH_STEPS_DIAG - 1) && cw > 0.9) {
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coord.xyz = mad(t, vec3(dir, 1.0), coord.xyz);
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cdw_end /*e*/ = textureLodA(edgesTex, coord.xy, 0.0).rg;
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cw = dot(cdw_end /*e*/, vec2(0.5, 0.5));
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}
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coord.w = cw;
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return coord.zw;
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}
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vec2 SMAASearchDiag2(vec2 texcoord, vec2 dir) {
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vec4 coord = vec4(texcoord, -1.0, 1.0);
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coord.x += 0.25 * screenSizeInv.x; // See @SearchDiag2Optimization
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vec3 t = vec3(screenSizeInv.xy, 1.0);
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float cw = coord.w; // TODO: krafix hlsl bug
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while (coord.z < float(SMAA_MAX_SEARCH_STEPS_DIAG - 1) && cw > 0.9) {
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coord.xyz = mad(t, vec3(dir, 1.0), coord.xyz);
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// @SearchDiag2Optimization
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// Fetch both edges at once using bilinear filtering:
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cdw_end /*e*/ = textureLodA(edgesTex, coord.xy, 0.0).rg;
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cdw_end /*e*/ = SMAADecodeDiagBilinearAccess(cdw_end /*e*/);
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cw = dot(cdw_end /*e*/, vec2(0.5, 0.5));
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}
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coord.w = cw;
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return coord.zw;
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}
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/**
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* Similar to SMAAArea, this calculates the area corresponding to a certain
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* diagonal distance and crossing edges 'e'.
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*/
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vec2 SMAAAreaDiag(vec2 dist, vec2 e, float offset) {
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vec2 texcoord = mad(vec2(SMAA_AREATEX_MAX_DISTANCE_DIAG, SMAA_AREATEX_MAX_DISTANCE_DIAG), e, dist);
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// We do a scale and bias for mapping to texel space:
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texcoord = mad(SMAA_AREATEX_PIXEL_SIZE, texcoord, 0.5 * SMAA_AREATEX_PIXEL_SIZE);
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// Diagonal areas are on the second half of the texture:
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texcoord.x += 0.5;
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// Move to proper place, according to the subpixel offset:
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texcoord.y += SMAA_AREATEX_SUBTEX_SIZE * offset;
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// Do it!
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return SMAA_AREATEX_SELECT(textureLod(areaTex, texcoord, 0.0));
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}
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/**
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* This searches for diagonal patterns and returns the corresponding weights.
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*/
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vec2 SMAACalculateDiagWeights(vec2 texcoord, vec2 e, vec4 subsampleIndices) {
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vec2 weights = vec2(0.0, 0.0);
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// Search for the line ends:
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vec4 d;
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if (e.r > 0.0) {
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d.xz = SMAASearchDiag1(texcoord, vec2(-1.0, 1.0)/*, cdw_end*/);
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float dadd = cdw_end.y > 0.9 ? 1.0 : 0.0;
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d.x += dadd;
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}
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else {
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d.xz = vec2(0.0, 0.0);
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}
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d.yw = SMAASearchDiag1(texcoord, vec2(1.0, -1.0)/*, cdw_end*/);
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//SMAA_BRANCH
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if (d.x + d.y > 2.0) { // d.x + d.y + 1 > 3
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// Fetch the crossing edges:
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vec4 coords = mad(vec4(-d.x + 0.25, d.x, d.y, -d.y - 0.25), screenSizeInv.xyxy, texcoord.xyxy);
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vec4 c;
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c.xy = SMAASampleLevelZeroOffset(edgesTex, coords.xy, ivec2(-1, 0)).rg;
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c.zw = SMAASampleLevelZeroOffset(edgesTex, coords.zw, ivec2( 1, 0)).rg;
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c.yxwz = SMAADecodeDiagBilinearAccess(c.xyzw);
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// Merge crossing edges at each side into a single value:
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vec2 cc = mad(vec2(2.0, 2.0), c.xz, c.yw);
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// Remove the crossing edge if we didn't found the end of the line:
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// SMAAMovc(bvec2(step(0.9, d.zw)), cc, vec2(0.0, 0.0));
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float a1condx = step(0.9, d.z);
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float a1condy = step(0.9, d.w);
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if (a1condx == 1.0) cc.x = 0.0;
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if (a1condy == 1.0) cc.y = 0.0;
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// Fetch the areas for this line:
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weights += SMAAAreaDiag(d.xy, cc, subsampleIndices.z);
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}
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// Search for the line ends:
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d.xz = SMAASearchDiag2(texcoord, vec2(-1.0, -1.0)/*, cdw_end*/);
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if (SMAASampleLevelZeroOffset(edgesTex, texcoord, ivec2(1, 0)).r > 0.0) {
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d.yw = SMAASearchDiag2(texcoord, vec2(1.0, 1.0)/*, cdw_end*/);
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float dadd = cdw_end.y > 0.9 ? 1.0 : 0.0;
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d.y += dadd;
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}
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else {
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d.yw = vec2(0.0, 0.0);
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}
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// SMAA_BRANCH
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if (d.x + d.y > 2.0) { // d.x + d.y + 1 > 3
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// Fetch the crossing edges:
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vec4 coords = mad(vec4(-d.x, -d.x, d.y, d.y), screenSizeInv.xyxy, texcoord.xyxy);
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vec4 c;
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c.x = SMAASampleLevelZeroOffset(edgesTex, coords.xy, ivec2(-1, 0)).g;
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c.y = SMAASampleLevelZeroOffset(edgesTex, coords.xy, ivec2( 0, -1)).r;
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c.zw = SMAASampleLevelZeroOffset(edgesTex, coords.zw, ivec2( 1, 0)).gr;
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vec2 cc = mad(vec2(2.0, 2.0), c.xz, c.yw);
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// Remove the crossing edge if we didn't found the end of the line:
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// SMAAMovc(bvec2(step(0.9, d.zw)), cc, vec2(0.0, 0.0));
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float a1condx = step(0.9, d.z);
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float a1condy = step(0.9, d.w);
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if (a1condx == 1.0) cc.x = 0.0;
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if (a1condy == 1.0) cc.y = 0.0;
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// Fetch the areas for this line:
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weights += SMAAAreaDiag(d.xy, cc, subsampleIndices.w).gr;
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}
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return weights;
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}
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// #endif
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//-----------------------------------------------------------------------------
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// Horizontal/Vertical Search Functions
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/**
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* This allows to determine how much length should we add in the last step
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* of the searches. It takes the bilinearly interpolated edge (see
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* @PSEUDO_GATHER4), and adds 0, 1 or 2, depending on which edges and
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* crossing edges are active.
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*/
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float SMAASearchLength(vec2 e, float offset) {
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// The texture is flipped vertically, with left and right cases taking half
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// of the space horizontally:
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vec2 scale = SMAA_SEARCHTEX_SIZE * vec2(0.5, -1.0);
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vec2 bias = SMAA_SEARCHTEX_SIZE * vec2(offset, 1.0);
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// Scale and bias to access texel centers:
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scale += vec2(-1.0, 1.0);
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bias += vec2( 0.5, -0.5);
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// Convert from pixel coordinates to texcoords:
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// (We use SMAA_SEARCHTEX_PACKED_SIZE because the texture is cropped)
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scale *= 1.0 / SMAA_SEARCHTEX_PACKED_SIZE;
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bias *= 1.0 / SMAA_SEARCHTEX_PACKED_SIZE;
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vec2 coord = mad(scale, e, bias);
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// Lookup the search texture:
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return SMAA_SEARCHTEX_SELECT(textureLod(searchTex, coord, 0.0));
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}
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/**
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* Horizontal/vertical search functions for the 2nd pass.
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*/
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float SMAASearchXLeft(vec2 texcoord, float end) {
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/**
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* @PSEUDO_GATHER4
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* This texcoord has been offset by (-0.25, -0.125) in the vertex shader to
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* sample between edge, thus fetching four edges in a row.
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* Sampling with different offsets in each direction allows to disambiguate
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* which edges are active from the four fetched ones.
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*/
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vec2 e = vec2(0.0, 1.0);
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while (texcoord.x > end &&
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e.g > 0.8281 && // Is there some edge not activated?
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e.r == 0.0) { // Or is there a crossing edge that breaks the line?
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e = textureLodA(edgesTex, texcoord, 0.0).rg;
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texcoord = mad(-vec2(2.0, 0.0), screenSizeInv.xy, texcoord);
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}
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float offset = mad(-(255.0 / 127.0), SMAASearchLength(e, 0.0), 3.25);
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return mad(screenSizeInv.x, offset, texcoord.x);
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}
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float SMAASearchXRight(vec2 texcoord, float end) {
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vec2 e = vec2(0.0, 1.0);
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while (texcoord.x < end &&
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e.g > 0.8281 && // Is there some edge not activated?
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e.r == 0.0) { // Or is there a crossing edge that breaks the line?
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e = textureLodA(edgesTex, texcoord, 0.0).rg;
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texcoord = mad(vec2(2.0, 0.0), screenSizeInv.xy, texcoord);
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}
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float offset = mad(-(255.0 / 127.0), SMAASearchLength(e, 0.5), 3.25);
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return mad(-screenSizeInv.x, offset, texcoord.x);
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}
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float SMAASearchYUp(vec2 texcoord, float end) {
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vec2 e = vec2(1.0, 0.0);
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while (texcoord.y > end &&
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e.r > 0.8281 && // Is there some edge not activated?
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e.g == 0.0) { // Or is there a crossing edge that breaks the line?
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e = textureLodA(edgesTex, texcoord, 0.0).rg;
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texcoord = mad(-vec2(0.0, 2.0), screenSizeInv.xy, texcoord);
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}
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float offset = mad(-(255.0 / 127.0), SMAASearchLength(e.gr, 0.0), 3.25);
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return mad(screenSizeInv.y, offset, texcoord.y);
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}
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float SMAASearchYDown(vec2 texcoord, float end) {
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vec2 e = vec2(1.0, 0.0);
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while (texcoord.y < end &&
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e.r > 0.8281 && // Is there some edge not activated?
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e.g == 0.0) { // Or is there a crossing edge that breaks the line?
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e = textureLodA(edgesTex, texcoord, 0.0).rg;
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texcoord = mad(vec2(0.0, 2.0), screenSizeInv.xy, texcoord);
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}
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float offset = mad(-(255.0 / 127.0), SMAASearchLength(/*searchTex,*/ e.gr, 0.5), 3.25);
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return mad(-screenSizeInv.y, offset, texcoord.y);
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}
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/**
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* Ok, we have the distance and both crossing edges. So, what are the areas
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* at each side of current edge?
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*/
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vec2 SMAAArea(vec2 dist, float e1, float e2, float offset) {
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// Rounding prevents precision errors of bilinear filtering:
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vec2 texcoord = mad(vec2(SMAA_AREATEX_MAX_DISTANCE, SMAA_AREATEX_MAX_DISTANCE), round(4.0 * vec2(e1, e2)), dist);
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// We do a scale and bias for mapping to texel space:
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texcoord = mad(SMAA_AREATEX_PIXEL_SIZE, texcoord, 0.5 * SMAA_AREATEX_PIXEL_SIZE);
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// Move to proper place, according to the subpixel offset:
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texcoord.y = mad(SMAA_AREATEX_SUBTEX_SIZE, offset, texcoord.y);
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// Do it!
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return SMAA_AREATEX_SELECT(textureLod(areaTex, texcoord, 0.0));
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}
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//-----------------------------------------------------------------------------
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// Corner Detection Functions
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vec2 SMAADetectHorizontalCornerPattern(vec2 weights, vec4 texcoord, vec2 d) {
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// #if !defined(SMAA_DISABLE_CORNER_DETECTION)
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vec2 leftRight = step(d.xy, d.yx);
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vec2 rounding = (1.0 - SMAA_CORNER_ROUNDING_NORM) * leftRight;
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rounding /= leftRight.x + leftRight.y; // Reduce blending for pixels in the center of a line.
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vec2 factor = vec2(1.0, 1.0);
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factor.x -= rounding.x * SMAASampleLevelZeroOffset(edgesTex, texcoord.xy, ivec2(0, 1)).r;
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factor.x -= rounding.y * SMAASampleLevelZeroOffset(edgesTex, texcoord.zw, ivec2(1, 1)).r;
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factor.y -= rounding.x * SMAASampleLevelZeroOffset(edgesTex, texcoord.xy, ivec2(0, -2)).r;
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factor.y -= rounding.y * SMAASampleLevelZeroOffset(edgesTex, texcoord.zw, ivec2(1, -2)).r;
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weights *= saturate(factor);
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return weights; //
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// #endif
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}
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vec2 SMAADetectVerticalCornerPattern(vec2 weights, vec4 texcoord, vec2 d) {
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//#if !defined(SMAA_DISABLE_CORNER_DETECTION)
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vec2 leftRight = step(d.xy, d.yx);
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vec2 rounding = (1.0 - SMAA_CORNER_ROUNDING_NORM) * leftRight;
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rounding /= leftRight.x + leftRight.y;
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vec2 factor = vec2(1.0, 1.0);
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factor.x -= rounding.x * SMAASampleLevelZeroOffset(edgesTex, texcoord.xy, ivec2( 1, 0)).g;
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factor.x -= rounding.y * SMAASampleLevelZeroOffset(edgesTex, texcoord.zw, ivec2( 1, 1)).g;
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factor.y -= rounding.x * SMAASampleLevelZeroOffset(edgesTex, texcoord.xy, ivec2(-2, 0)).g;
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factor.y -= rounding.y * SMAASampleLevelZeroOffset(edgesTex, texcoord.zw, ivec2(-2, 1)).g;
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weights *= saturate(factor);
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return weights; //
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// #endif
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}
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vec4 SMAABlendingWeightCalculationPS(vec2 texcoord, vec2 pixcoord,
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vec4 subsampleIndices) { // Just pass zero for SMAA 1x, see @SUBSAMPLE_INDICES.
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vec4 weights = vec4(0.0, 0.0, 0.0, 0.0);
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vec2 e = textureLodA(edgesTex, texcoord, 0.0).rg;
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//SMAA_BRANCH
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if (e.g > 0.0) { // Edge at north
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//#if !defined(SMAA_DISABLE_DIAG_DETECTION)
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// Diagonals have both north and west edges, so searching for them in
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// one of the boundaries is enough.
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weights.rg = SMAACalculateDiagWeights(texcoord, e, subsampleIndices);
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// We give piority to diagonals, so if we find a diagonal we skip
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// horizontal/vertical processing.
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//SMAA_BRANCH
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if (weights.r == -weights.g) { // weights.r + weights.g == 0.0
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//#endif
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vec2 d;
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// Find the distance to the left:
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vec3 coords;
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coords.x = SMAASearchXLeft(offset0.xy, offset2.x);
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coords.y = offset1.y; // offset[1].y = texcoord.y - 0.25 * screenSizeInv.y (@CROSSING_OFFSET)
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d.x = coords.x;
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||||
// 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 = textureLodA(edgesTex, coords.xy, 0.0).r;
|
||||
|
||||
// Find the distance to the right:
|
||||
coords.z = SMAASearchXRight(offset0.zw, offset2.y);
|
||||
d.y = coords.z;
|
||||
|
||||
// We want the distances to be in pixel units (doing this here allow to
|
||||
// better interleave arithmetic and memory accesses):
|
||||
d = abs(round(mad(screenSize.xx, d, -pixcoord.xx)));
|
||||
|
||||
// SMAAArea below needs a sqrt, as the areas texture is compressed
|
||||
// quadratically:
|
||||
vec2 sqrt_d = sqrt(d);
|
||||
|
||||
// Fetch the right crossing edges:
|
||||
float e2 = SMAASampleLevelZeroOffset(edgesTex, coords.zy, ivec2(1, 0)).r;
|
||||
|
||||
// Ok, we know how this pattern looks like, now it is time for getting
|
||||
// the actual area:
|
||||
weights.rg = SMAAArea(sqrt_d, e1, e2, subsampleIndices.y);
|
||||
|
||||
// Fix corners:
|
||||
coords.y = texcoord.y;
|
||||
weights.rg = SMAADetectHorizontalCornerPattern(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
|
||||
vec2 d;
|
||||
|
||||
// Find the distance to the top:
|
||||
vec3 coords;
|
||||
coords.y = SMAASearchYUp(/*edgesTex, searchTex,*/ offset1.xy, offset2.z);
|
||||
coords.x = offset0.x; // offset[1].x = texcoord.x - 0.25 * screenSizeInv.x;
|
||||
d.x = coords.y;
|
||||
|
||||
// Fetch the top crossing edges:
|
||||
float e1 = textureLodA(edgesTex, coords.xy, 0.0).g;
|
||||
|
||||
// Find the distance to the bottom:
|
||||
coords.z = SMAASearchYDown(offset1.zw, offset2.w);
|
||||
d.y = coords.z;
|
||||
|
||||
// We want the distances to be in pixel units:
|
||||
d = abs(round(mad(screenSize.yy, d, -pixcoord.yy)));
|
||||
|
||||
// SMAAArea below needs a sqrt, as the areas texture is compressed
|
||||
// quadratically:
|
||||
vec2 sqrt_d = sqrt(d);
|
||||
|
||||
// Fetch the bottom crossing edges:
|
||||
float e2 = SMAASampleLevelZeroOffset(edgesTex, coords.xz, ivec2(0, 1)).g;
|
||||
|
||||
// Get the area for this direction:
|
||||
weights.ba = SMAAArea(sqrt_d, e1, e2, subsampleIndices.x);
|
||||
|
||||
// Fix corners:
|
||||
coords.x = texcoord.x;
|
||||
weights.ba = SMAADetectVerticalCornerPattern(weights.ba, coords.xyxz, d);
|
||||
}
|
||||
|
||||
return weights;
|
||||
}
|
||||
|
||||
void main() {
|
||||
fragColor = SMAABlendingWeightCalculationPS(texCoord, pixcoord, vec4(0.0));
|
||||
}
|
31
leenkx/Shaders/smaa_blend_weight/smaa_blend_weight.json
Normal file
31
leenkx/Shaders/smaa_blend_weight/smaa_blend_weight.json
Normal file
@ -0,0 +1,31 @@
|
||||
{
|
||||
"contexts": [
|
||||
{
|
||||
"name": "smaa_blend_weight",
|
||||
"depth_write": false,
|
||||
"compare_mode": "always",
|
||||
"cull_mode": "none",
|
||||
"links": [
|
||||
{
|
||||
"name": "areaTex",
|
||||
"link": "$smaa_area.png"
|
||||
},
|
||||
{
|
||||
"name": "searchTex",
|
||||
"link": "$smaa_search.png"
|
||||
},
|
||||
{
|
||||
"name": "screenSize",
|
||||
"link": "_screenSize"
|
||||
},
|
||||
{
|
||||
"name": "screenSizeInv",
|
||||
"link": "_screenSizeInv"
|
||||
}
|
||||
],
|
||||
"texture_params": [],
|
||||
"vertex_shader": "smaa_blend_weight.vert.glsl",
|
||||
"fragment_shader": "smaa_blend_weight.frag.glsl"
|
||||
}
|
||||
]
|
||||
}
|
36
leenkx/Shaders/smaa_blend_weight/smaa_blend_weight.vert.glsl
Normal file
36
leenkx/Shaders/smaa_blend_weight/smaa_blend_weight.vert.glsl
Normal file
@ -0,0 +1,36 @@
|
||||
#version 450
|
||||
|
||||
#include "compiled.inc"
|
||||
|
||||
in vec2 pos;
|
||||
|
||||
uniform vec2 screenSize;
|
||||
uniform vec2 screenSizeInv;
|
||||
|
||||
out vec2 texCoord;
|
||||
out vec2 pixcoord;
|
||||
out vec4 offset0;
|
||||
out vec4 offset1;
|
||||
out vec4 offset2;
|
||||
|
||||
const int SMAA_MAX_SEARCH_STEPS = 16;
|
||||
|
||||
void main() {
|
||||
// Scale vertex attribute to [0-1] range
|
||||
const vec2 madd = vec2(0.5, 0.5);
|
||||
texCoord = pos.xy * madd + madd;
|
||||
|
||||
// Blend Weight Calculation Vertex Shader
|
||||
pixcoord = texCoord * screenSize;
|
||||
|
||||
// We will use these offsets for the searches later on (see @PSEUDO_GATHER4):
|
||||
offset0 = screenSizeInv.xyxy * vec4(-0.25, -0.125, 1.25, -0.125) + texCoord.xyxy;
|
||||
offset1 = screenSizeInv.xyxy * vec4(-0.125, -0.25, -0.125, 1.25) + texCoord.xyxy;
|
||||
|
||||
// And these for the searches, they indicate the ends of the loops:
|
||||
offset2 = screenSizeInv.xxyy *
|
||||
(vec4(-2.0, 2.0, -2.0, 2.0) * float(SMAA_MAX_SEARCH_STEPS)) +
|
||||
vec4(offset0.xz, offset1.yw);
|
||||
|
||||
gl_Position = vec4(pos.xy, 0.0, 1.0);
|
||||
}
|
Reference in New Issue
Block a user