101 lines
3.7 KiB
GLSL
101 lines
3.7 KiB
GLSL
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/**
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* Adaptation of SMAA (Enhanced Subpixel Morphological Antialiasing)
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* for FlightGear.
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* See http://www.iryoku.com/smaa/ for details.
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* Licensed under the MIT license, see below.
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*/
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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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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* this software and associated documentation files (the "Software"), to deal in
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* the Software without restriction, including without limitation the rights to
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* use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
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* of the Software, and to permit persons to whom the Software is furnished to
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* do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software. As clarification, there
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* is no requirement that the copyright notice and permission be included in
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* binary distributions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*/
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#version 330 core
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layout(location = 0) out vec4 fragColor;
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in vec2 texcoord;
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in vec4 v_offset[3];
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uniform sampler2D color_tex;
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//-----------------------------------------------------------------------------
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#define SMAA_THRESHOLD 0.1
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#define SMAA_LOCAL_CONTRAST_ADAPTATION_FACTOR 2.0
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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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void main()
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{
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vec2 threshold = vec2(SMAA_THRESHOLD);
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// Calculate lumas:
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vec3 weights = vec3(0.2126, 0.7152, 0.0722);
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float L = dot(texture(color_tex, texcoord).rgb, weights);
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float Lleft = dot(texture(color_tex, v_offset[0].xy).rgb, weights);
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float Ltop = dot(texture(color_tex, v_offset[0].zw).rgb, weights);
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// We do the usual threshold:
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vec4 delta;
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delta.xy = abs(L - vec2(Lleft, Ltop));
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vec2 edges = step(threshold, delta.xy);
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// Then discard if there is no edge:
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if (dot(edges, vec2(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(texture(color_tex, v_offset[1].xy).rgb, weights);
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float Lbottom = dot(texture(color_tex, v_offset[1].zw).rgb, weights);
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delta.zw = abs(L - vec2(Lright, Lbottom));
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// Calculate the maximum delta in the direct neighborhood:
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vec2 maxDelta = max(delta.xy, delta.zw);
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// Calculate left-left and top-top deltas:
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float Lleftleft = dot(texture(color_tex, v_offset[2].xy).rgb, weights);
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float Ltoptop = dot(texture(color_tex, v_offset[2].zw).rgb, weights);
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delta.zw = abs(vec2(Lleft, Ltop) - vec2(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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fragColor = vec4(edges, 0.0, 1.0);
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}
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