1
0
Fork 0
fgdata/Shaders/HDR/smaa_neighborhood_blending.vert

54 lines
2.1 KiB
GLSL
Raw Permalink Normal View History

/**
* Adaptation of SMAA (Enhanced Subpixel Morphological Antialiasing)
* for FlightGear.
* See http://www.iryoku.com/smaa/ for details.
* Licensed under the MIT license, see below.
*/
/**
* 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.
*/
#version 330 core
out vec2 texcoord;
out vec4 v_offset;
uniform vec4 fg_Viewport;
#define mad(a, b, c) (a * b + c)
#define SMAA_RT_METRICS vec4(1.0 / fg_Viewport.z, 1.0 / fg_Viewport.w, fg_Viewport.z, fg_Viewport.w)
void main()
{
vec2 pos = vec2(gl_VertexID % 2, gl_VertexID / 2) * 4.0 - 1.0;
texcoord = pos * 0.5 + 0.5;
gl_Position = vec4(pos, 0.0, 1.0);
v_offset = mad(SMAA_RT_METRICS.xyxy, vec4(1.0, 0.0, 0.0, 1.0), texcoord.xyxy);
}