diff --git a/Compositor/HDR/hdr.xml b/Compositor/HDR/hdr.xml
index df2eb8bbe..69ef3e307 100644
--- a/Compositor/HDR/hdr.xml
+++ b/Compositor/HDR/hdr.xml
@@ -234,6 +234,30 @@
0.0625
+
+
+ smaa-edges
+ 2d
+ screen
+ screen
+ rgba8
+ clamp
+ clamp
+ linear-mipmap-linear
+ linear
+
+
+ smaa-blend
+ 2d
+ screen
+ screen
+ rgba8
+ clamp
+ clamp
+ linear-mipmap-linear
+ linear
+
+
+
- display
+ no-aa-display
quad
- Effects/HDR/display
+ Effects/HDR/trivial
+
+
+ /sim/rendering/hdr/antialiasing-technique
+ 0
+
+
0
final
+
+
+ fxaa
+ quad
+ Effects/HDR/fxaa
+
+
+ /sim/rendering/hdr/antialiasing-technique
+ 1
+
+
+
+ 0
+ final
+
+
+
+
+
+ smaa-edge-detection
+ Effects/HDR/smaa-edge-detection
+ color
+ 0.0 0.0 0.0 0.0
+
+ 0
+ final
+
+
+ color0
+ smaa-edges
+
+
+
+ smaa-blending-weight-calculation
+ Effects/HDR/smaa-blending-weight-calculation
+ color
+ 0.0 0.0 0.0 0.0
+
+ 0
+ smaa-edges
+
+
+ color0
+ smaa-blend
+
+
+
+ smaa-neighborhood-blending
+ Effects/HDR/smaa-neighborhood-blending
+
+ 0
+ final
+
+
+ 1
+ smaa-blend
+
+
+
debug-albedo
diff --git a/Compositor/HDR/smaa-pass.xml b/Compositor/HDR/smaa-pass.xml
new file mode 100644
index 000000000..1193d8d17
--- /dev/null
+++ b/Compositor/HDR/smaa-pass.xml
@@ -0,0 +1,11 @@
+
+
+
+ quad
+
+
+ /sim/rendering/hdr/antialiasing-technique
+ 2
+
+
+
diff --git a/Effects/HDR/display.eff b/Effects/HDR/fxaa.eff
similarity index 57%
rename from Effects/HDR/display.eff
rename to Effects/HDR/fxaa.eff
index 551650ec6..60f5711c0 100644
--- a/Effects/HDR/display.eff
+++ b/Effects/HDR/fxaa.eff
@@ -1,14 +1,14 @@
- Effects/HDR/display
+ Effects/HDR/fxaa
- Shaders/HDR/display.vert
- Shaders/HDR/display.frag
+ Shaders/HDR/fxaa.vert
+ Shaders/HDR/fxaa.frag
- tex
+ color_tex
sampler-2d
0
diff --git a/Effects/HDR/smaa-blending-weight-calculation.eff b/Effects/HDR/smaa-blending-weight-calculation.eff
new file mode 100644
index 000000000..60d66c702
--- /dev/null
+++ b/Effects/HDR/smaa-blending-weight-calculation.eff
@@ -0,0 +1,67 @@
+
+
+ Effects/HDR/smaa-blending-weight-calculation
+
+
+ Textures/SMAA/area_tex.dds
+ 2d
+ linear-mipmap-linear
+ linear
+ clamp
+ clamp
+ normalized
+
+
+ Textures/SMAA/search_tex.dds
+ 2d
+ linear-mipmap-linear
+ linear
+ clamp
+ clamp
+ normalized
+
+
+
+
+
+ 1
+
+
+
+
+
+
+
+
+
+ 2
+
+
+
+
+
+
+
+
+
+ Shaders/HDR/smaa-blending-weight-calculation.vert
+ Shaders/HDR/smaa-blending-weight-calculation.frag
+
+
+ edges_tex
+ sampler-2d
+ 0
+
+
+ area_tex
+ sampler-2d
+ 1
+
+
+ search_tex
+ sampler-2d
+ 2
+
+
+
+
diff --git a/Effects/HDR/smaa-edge-detection.eff b/Effects/HDR/smaa-edge-detection.eff
new file mode 100644
index 000000000..4397b1b9f
--- /dev/null
+++ b/Effects/HDR/smaa-edge-detection.eff
@@ -0,0 +1,17 @@
+
+
+ Effects/HDR/smaa-edge-detection
+
+
+
+ Shaders/HDR/smaa-edge-detection.vert
+ Shaders/HDR/smaa-edge-detection.frag
+
+
+ color_tex
+ sampler-2d
+ 0
+
+
+
+
diff --git a/Effects/HDR/smaa-neighborhood-blending.eff b/Effects/HDR/smaa-neighborhood-blending.eff
new file mode 100644
index 000000000..5e48b5dd8
--- /dev/null
+++ b/Effects/HDR/smaa-neighborhood-blending.eff
@@ -0,0 +1,22 @@
+
+
+ Effects/HDR/smaa-neighborhood-blending
+
+
+
+ Shaders/HDR/smaa-neighborhood-blending.vert
+ Shaders/HDR/smaa-neighborhood-blending.frag
+
+
+ color_tex
+ sampler-2d
+ 0
+
+
+ blend_tex
+ sampler-2d
+ 1
+
+
+
+
diff --git a/Shaders/HDR/display.frag b/Shaders/HDR/fxaa.frag
similarity index 59%
rename from Shaders/HDR/display.frag
rename to Shaders/HDR/fxaa.frag
index 189b034c1..cb169765a 100644
--- a/Shaders/HDR/display.frag
+++ b/Shaders/HDR/fxaa.frag
@@ -5,23 +5,21 @@ out vec4 fragColor;
in vec2 texCoord;
in vec4 posPos;
-uniform vec2 fg_BufferSize;
-
-uniform sampler2D tex;
+uniform sampler2D color_tex;
const float FXAA_SPAN_MAX = 8.0;
const float FXAA_REDUCE_MUL = 1.0/8.0;
const float FXAA_REDUCE_MIN = 1.0/128.0;
-vec3 fxaa()
+void main()
{
- vec2 rcpFrame = 1.0 / textureSize(tex, 0);
+ vec2 rcpFrame = 1.0 / textureSize(color_tex, 0);
- vec3 rgbNW = textureLod(tex, posPos.zw, 0.0).xyz;
- vec3 rgbNE = textureLodOffset(tex, posPos.zw, 0.0, ivec2(1,0)).xyz;
- vec3 rgbSW = textureLodOffset(tex, posPos.zw, 0.0, ivec2(0,1)).xyz;
- vec3 rgbSE = textureLodOffset(tex, posPos.zw, 0.0, ivec2(1,1)).xyz;
- vec3 rgbM = textureLod(tex, posPos.xy, 0.0).xyz;
+ vec3 rgbNW = textureLod(color_tex, posPos.zw, 0.0).xyz;
+ vec3 rgbNE = textureLodOffset(color_tex, posPos.zw, 0.0, ivec2(1,0)).xyz;
+ vec3 rgbSW = textureLodOffset(color_tex, posPos.zw, 0.0, ivec2(0,1)).xyz;
+ vec3 rgbSE = textureLodOffset(color_tex, posPos.zw, 0.0, ivec2(1,1)).xyz;
+ vec3 rgbM = textureLod(color_tex, posPos.xy, 0.0).xyz;
const vec3 luma = vec3(0.299, 0.587, 0.114);
float lumaNW = dot(rgbNW, luma);
@@ -45,19 +43,15 @@ vec3 fxaa()
dir * rcpDirMin)) * rcpFrame.xy;
vec3 rgbA = 0.5 * (
- textureLod(tex, posPos.xy + dir * (1.0/3.0 - 0.5), 0.0).xyz +
- textureLod(tex, posPos.xy + dir * (2.0/3.0 - 0.5), 0.0).xyz);
+ textureLod(color_tex, posPos.xy + dir * (1.0/3.0 - 0.5), 0.0).xyz +
+ textureLod(color_tex, posPos.xy + dir * (2.0/3.0 - 0.5), 0.0).xyz);
vec3 rgbB = rgbA * 0.5 + 0.25 * (
- textureLod(tex, posPos.xy + dir * (0.0/3.0 - 0.5), 0.0).xyz +
- textureLod(tex, posPos.xy + dir * (3.0/3.0 - 0.5), 0.0).xyz);
+ textureLod(color_tex, posPos.xy + dir * (0.0/3.0 - 0.5), 0.0).xyz +
+ textureLod(color_tex, posPos.xy + dir * (3.0/3.0 - 0.5), 0.0).xyz);
float lumaB = dot(rgbB, luma);
if((lumaB < lumaMin) || (lumaB > lumaMax))
- return rgbA;
- return rgbB;
-}
-
-void main()
-{
- fragColor = vec4(fxaa(), 1.0);
+ fragColor = vec4(rgbA, 1.0);
+ else
+ fragColor = vec4(rgbB, 1.0);
}
diff --git a/Shaders/HDR/display.vert b/Shaders/HDR/fxaa.vert
similarity index 84%
rename from Shaders/HDR/display.vert
rename to Shaders/HDR/fxaa.vert
index 53aab4f63..8fa6357b8 100644
--- a/Shaders/HDR/display.vert
+++ b/Shaders/HDR/fxaa.vert
@@ -8,7 +8,7 @@ out vec4 posPos;
uniform mat4 osg_ModelViewProjectionMatrix;
-uniform sampler2D tex;
+uniform sampler2D color_tex;
const float FXAA_SUBPIX_SHIFT = 1.0/4.0;
@@ -16,7 +16,7 @@ void main()
{
gl_Position = osg_ModelViewProjectionMatrix * pos;
texCoord = multiTexCoord0.st;
- vec2 rcpFrame = 1.0 / textureSize(tex, 0);
+ vec2 rcpFrame = 1.0 / textureSize(color_tex, 0);
posPos.xy = multiTexCoord0.xy;
posPos.zw = multiTexCoord0.xy - (rcpFrame * (0.5 + FXAA_SUBPIX_SHIFT));
}
diff --git a/Shaders/HDR/smaa-blending-weight-calculation.frag b/Shaders/HDR/smaa-blending-weight-calculation.frag
new file mode 100644
index 000000000..4a9ab020d
--- /dev/null
+++ b/Shaders/HDR/smaa-blending-weight-calculation.frag
@@ -0,0 +1,491 @@
+/**
+ * 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
+
+#define SMAA_THRESHOLD 0.1
+#define SMAA_MAX_SEARCH_STEPS_DIAG 8
+#define SMAA_CORNER_ROUNDING 25
+
+#define SMAA_AREATEX_MAX_DISTANCE 16
+#define SMAA_AREATEX_MAX_DISTANCE_DIAG 20
+#define SMAA_AREATEX_PIXEL_SIZE (1.0 / vec2(160.0, 560.0))
+#define SMAA_AREATEX_SUBTEX_SIZE (1.0 / 7.0)
+#define SMAA_SEARCHTEX_SIZE vec2(66.0, 33.0)
+#define SMAA_SEARCHTEX_PACKED_SIZE vec2(64.0, 16.0)
+#define SMAA_CORNER_ROUNDING_NORM (float(SMAA_CORNER_ROUNDING) / 100.0)
+
+#define SMAA_AREATEX_SELECT(sample) sample.rg
+#define SMAA_SEARCHTEX_SELECT(sample) sample.r
+
+out vec4 fragColor;
+
+in vec2 texCoord;
+in vec2 pixCoord;
+in vec4 vOffset[3];
+
+uniform sampler2D edges_tex;
+uniform sampler2D area_tex;
+uniform sampler2D search_tex;
+
+uniform vec4 fg_Viewport;
+
+#define SMAA_RT_METRICS vec4(1.0 / fg_Viewport.z, 1.0 / fg_Viewport.w, fg_Viewport.z, fg_Viewport.w)
+#define mad(a, b, c) (a * b + c)
+#define saturate(a) clamp(a, 0.0, 1.0)
+#define round(v) floor(v + 0.5)
+#define SMAASampleLevelZeroOffset(tex, coord, offset) textureLodOffset(tex, coord, 0.0, offset)
+
+/**
+ * Conditional move:
+ */
+void SMAAMovc(bvec2 cond, inout vec2 variable, vec2 value) {
+ if (cond.x) variable.x = value.x;
+ if (cond.y) variable.y = value.y;
+}
+
+void SMAAMovc(bvec4 cond, inout vec4 variable, vec4 value) {
+ SMAAMovc(cond.xy, variable.xy, value.xy);
+ SMAAMovc(cond.zw, variable.zw, value.zw);
+}
+
+//-----------------------------------------------------------------------------
+// Diagonal Search Functions
+
+/**
+ * Allows to decode two binary values from a bilinear-filtered access.
+ */
+vec2 SMAADecodeDiagBilinearAccess(vec2 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);
+}
+
+vec4 SMAADecodeDiagBilinearAccess(vec4 e) {
+ e.rb = e.rb * abs(5.0 * e.rb - 5.0 * 0.75);
+ return round(e);
+}
+
+/**
+ * These functions allows to perform diagonal pattern searches.
+ */
+vec2 SMAASearchDiag1(sampler2D edgesTex, vec2 texcoord, vec2 dir, out vec2 e) {
+ vec4 coord = vec4(texcoord, -1.0, 1.0);
+ vec3 t = vec3(SMAA_RT_METRICS.xy, 1.0);
+ while (coord.z < float(SMAA_MAX_SEARCH_STEPS_DIAG - 1) &&
+ coord.w > 0.9) {
+ coord.xyz = mad(t, vec3(dir, 1.0), coord.xyz);
+ e = textureLod(edgesTex, coord.xy, 0.0).rg;
+ coord.w = dot(e, vec2(0.5, 0.5));
+ }
+ return coord.zw;
+}
+
+vec2 SMAASearchDiag2(sampler2D edgesTex, vec2 texcoord, vec2 dir, out vec2 e) {
+ vec4 coord = vec4(texcoord, -1.0, 1.0);
+ coord.x += 0.25 * SMAA_RT_METRICS.x; // See @SearchDiag2Optimization
+ vec3 t = vec3(SMAA_RT_METRICS.xy, 1.0);
+ while (coord.z < float(SMAA_MAX_SEARCH_STEPS_DIAG - 1) &&
+ coord.w > 0.9) {
+ coord.xyz = mad(t, vec3(dir, 1.0), coord.xyz);
+
+ // @SearchDiag2Optimization
+ // Fetch both edges at once using bilinear filtering:
+ e = textureLod(edgesTex, coord.xy, 0.0).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, vec2(0.5, 0.5));
+ }
+ return coord.zw;
+}
+
+/**
+ * Similar to SMAAArea, this calculates the area corresponding to a certain
+ * diagonal distance and crossing edges 'e'.
+ */
+vec2 SMAAAreaDiag(sampler2D areaTex, vec2 dist, vec2 e, float offset) {
+ vec2 texcoord = mad(vec2(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(textureLod(areaTex, texcoord, 0.0));
+}
+
+/**
+ * This searches for diagonal patterns and returns the corresponding weights.
+ */
+vec2 SMAACalculateDiagWeights(sampler2D edgesTex, sampler2D areaTex, vec2 texcoord, vec2 e, vec4 subsampleIndices) {
+ vec2 weights = vec2(0.0, 0.0);
+
+ // Search for the line ends:
+ vec4 d;
+ vec2 end;
+ if (e.r > 0.0) {
+ d.xz = SMAASearchDiag1(edgesTex, texcoord, vec2(-1.0, 1.0), end);
+ d.x += float(end.y > 0.9);
+ } else
+ d.xz = vec2(0.0, 0.0);
+ d.yw = SMAASearchDiag1(edgesTex, texcoord, vec2(1.0, -1.0), end);
+
+ if (d.x + d.y > 2.0) { // d.x + d.y + 1 > 3
+ // Fetch the crossing edges:
+ vec4 coords = mad(vec4(-d.x + 0.25, d.x, d.y, -d.y - 0.25), SMAA_RT_METRICS.xyxy, texcoord.xyxy);
+ vec4 c;
+ c.xy = SMAASampleLevelZeroOffset(edgesTex, coords.xy, ivec2(-1, 0)).rg;
+ c.zw = SMAASampleLevelZeroOffset(edgesTex, coords.zw, ivec2( 1, 0)).rg;
+ c.yxwz = SMAADecodeDiagBilinearAccess(c.xyzw);
+
+ // Non-optimized version:
+ // vec4 coords = mad(float4(-d.x, d.x, d.y, -d.y), SMAA_RT_METRICS.xyxy, texcoord.xyxy);
+ // vec4 c;
+ // c.x = SMAASampleLevelZeroOffset(edgesTex, coords.xy, ivec2(-1, 0)).g;
+ // c.y = SMAASampleLevelZeroOffset(edgesTex, coords.xy, ivec2( 0, 0)).r;
+ // c.z = SMAASampleLevelZeroOffset(edgesTex, coords.zw, ivec2( 1, 0)).g;
+ // c.w = SMAASampleLevelZeroOffset(edgesTex, coords.zw, ivec2( 1, -1)).r;
+
+ // Merge crossing edges at each side into a single value:
+ vec2 cc = mad(vec2(2.0, 2.0), c.xz, c.yw);
+
+ // Remove the crossing edge if we didn't found the end of the line:
+ SMAAMovc(bvec2(step(0.9, d.zw)), cc, vec2(0.0, 0.0));
+
+ // Fetch the areas for this line:
+ weights += SMAAAreaDiag(areaTex, d.xy, cc, subsampleIndices.z);
+ }
+
+ // Search for the line ends:
+ d.xz = SMAASearchDiag2(edgesTex, texcoord, vec2(-1.0, -1.0), end);
+ if (SMAASampleLevelZeroOffset(edgesTex, texcoord, ivec2(1, 0)).r > 0.0) {
+ d.yw = SMAASearchDiag2(edgesTex, texcoord, vec2(1.0, 1.0), end);
+ d.y += float(end.y > 0.9);
+ } else
+ d.yw = vec2(0.0, 0.0);
+
+ if (d.x + d.y > 2.0) { // d.x + d.y + 1 > 3
+ // Fetch the crossing edges:
+ vec4 coords = mad(vec4(-d.x, -d.x, d.y, d.y), SMAA_RT_METRICS.xyxy, texcoord.xyxy);
+ vec4 c;
+ c.x = SMAASampleLevelZeroOffset(edgesTex, coords.xy, ivec2(-1, 0)).g;
+ c.y = SMAASampleLevelZeroOffset(edgesTex, coords.xy, ivec2( 0, -1)).r;
+ c.zw = SMAASampleLevelZeroOffset(edgesTex, coords.zw, ivec2( 1, 0)).gr;
+ vec2 cc = mad(vec2(2.0, 2.0), c.xz, c.yw);
+
+ // Remove the crossing edge if we didn't found the end of the line:
+ SMAAMovc(bvec2(step(0.9, d.zw)), cc, vec2(0.0, 0.0));
+
+ // Fetch the areas for this line:
+ weights += SMAAAreaDiag(areaTex, d.xy, cc, subsampleIndices.w).gr;
+ }
+
+ return weights;
+}
+
+//-----------------------------------------------------------------------------
+// Horizontal/Vertical Search Functions
+
+/**
+ * This allows 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(sampler2D searchTex, vec2 e, float offset) {
+ // The texture is flipped vertically, with left and right cases taking half
+ // of the space horizontally:
+ vec2 scale = SMAA_SEARCHTEX_SIZE * vec2(0.5, -1.0);
+ vec2 bias = SMAA_SEARCHTEX_SIZE * vec2(offset, 1.0);
+
+ // Scale and bias to access texel centers:
+ scale += vec2(-1.0, 1.0);
+ bias += vec2( 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(textureLod(searchTex, mad(scale, e, bias), 0.0));
+}
+
+/**
+ * Horizontal/vertical search functions for the 2nd pass.
+ */
+float SMAASearchXLeft(sampler2D edgesTex, sampler2D searchTex, vec2 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 to disambiguate
+ * which edges are active from the four fetched ones.
+ */
+ vec2 e = vec2(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 = textureLod(edgesTex, texcoord, 0.0).rg;
+ texcoord = mad(-vec2(2.0, 0.0), SMAA_RT_METRICS.xy, texcoord);
+ }
+
+ float offset = mad(-(255.0 / 127.0), SMAASearchLength(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(sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end) {
+ vec2 e = vec2(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 = textureLod(edgesTex, texcoord, 0.0).rg;
+ texcoord = mad(vec2(2.0, 0.0), SMAA_RT_METRICS.xy, texcoord);
+ }
+ float offset = mad(-(255.0 / 127.0), SMAASearchLength(searchTex, e, 0.5), 3.25);
+ return mad(-SMAA_RT_METRICS.x, offset, texcoord.x);
+}
+
+float SMAASearchYUp(sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end) {
+ vec2 e = vec2(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 = textureLod(edgesTex, texcoord, 0.0).rg;
+ texcoord = mad(-vec2(0.0, 2.0), SMAA_RT_METRICS.xy, texcoord);
+ }
+ float offset = mad(-(255.0 / 127.0), SMAASearchLength(searchTex, e.gr, 0.0), 3.25);
+ return mad(SMAA_RT_METRICS.y, offset, texcoord.y);
+}
+
+float SMAASearchYDown(sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end) {
+ vec2 e = vec2(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 = textureLod(edgesTex, texcoord, 0.0).rg;
+ texcoord = mad(vec2(0.0, 2.0), SMAA_RT_METRICS.xy, texcoord);
+ }
+ float offset = mad(-(255.0 / 127.0), SMAASearchLength(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?
+ */
+vec2 SMAAArea(sampler2D area_tex, vec2 dist, float e1, float e2, float offset) {
+ // Rounding prevents precision errors of bilinear filtering:
+ vec2 texcoord = mad(vec2(SMAA_AREATEX_MAX_DISTANCE, SMAA_AREATEX_MAX_DISTANCE), round(4.0 * vec2(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(textureLod(area_tex, texcoord, 0.0));
+}
+
+//-----------------------------------------------------------------------------
+// Corner Detection Functions
+
+void SMAADetectHorizontalCornerPattern(sampler2D edgesTex, inout vec2 weights, vec4 texcoord, vec2 d) {
+#if !defined(SMAA_DISABLE_CORNER_DETECTION)
+ vec2 leftRight = step(d.xy, d.yx);
+ vec2 rounding = (1.0 - SMAA_CORNER_ROUNDING_NORM) * leftRight;
+
+ rounding /= leftRight.x + leftRight.y; // Reduce blending for pixels in the center of a line.
+
+ vec2 factor = vec2(1.0, 1.0);
+ factor.x -= rounding.x * SMAASampleLevelZeroOffset(edgesTex, texcoord.xy, ivec2(0, 1)).r;
+ factor.x -= rounding.y * SMAASampleLevelZeroOffset(edgesTex, texcoord.zw, ivec2(1, 1)).r;
+ factor.y -= rounding.x * SMAASampleLevelZeroOffset(edgesTex, texcoord.xy, ivec2(0, -2)).r;
+ factor.y -= rounding.y * SMAASampleLevelZeroOffset(edgesTex, texcoord.zw, ivec2(1, -2)).r;
+
+ weights *= saturate(factor);
+#endif
+}
+
+void SMAADetectVerticalCornerPattern(sampler2D edgesTex, inout vec2 weights, vec4 texcoord, vec2 d) {
+#if !defined(SMAA_DISABLE_CORNER_DETECTION)
+ vec2 leftRight = step(d.xy, d.yx);
+ vec2 rounding = (1.0 - SMAA_CORNER_ROUNDING_NORM) * leftRight;
+
+ rounding /= leftRight.x + leftRight.y;
+
+ vec2 factor = vec2(1.0, 1.0);
+ factor.x -= rounding.x * SMAASampleLevelZeroOffset(edgesTex, texcoord.xy, ivec2( 1, 0)).g;
+ factor.x -= rounding.y * SMAASampleLevelZeroOffset(edgesTex, texcoord.zw, ivec2( 1, 1)).g;
+ factor.y -= rounding.x * SMAASampleLevelZeroOffset(edgesTex, texcoord.xy, ivec2(-2, 0)).g;
+ factor.y -= rounding.y * SMAASampleLevelZeroOffset(edgesTex, texcoord.zw, ivec2(-2, 1)).g;
+
+ weights *= saturate(factor);
+#endif
+}
+
+//-----------------------------------------------------------------------------
+// Blending Weight Calculation Pixel Shader (Second Pass)
+
+void main()
+{
+ vec4 subsampleIndices = vec4(0.0); // Just pass zero for SMAA 1x, see @SUBSAMPLE_INDICES.
+
+ vec4 weights = vec4(0.0, 0.0, 0.0, 0.0);
+
+ vec2 e = texture(edges_tex, texCoord).rg;
+
+ 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(edges_tex, area_tex, texCoord, e, subsampleIndices);
+
+ // We give priority to diagonals, so if we find a diagonal we skip
+ // horizontal/vertical processing.
+ if (weights.r == -weights.g) { // weights.r + weights.g == 0.0
+#endif
+ vec2 d;
+
+ // Find the distance to the left:
+ vec3 coords;
+ coords.x = SMAASearchXLeft(edges_tex, search_tex, vOffset[0].xy, vOffset[2].x);
+ coords.y = vOffset[1].y; // vOffset[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 = textureLod(edges_tex, coords.xy, 0.0).r;
+
+ // Find the distance to the right:
+ coords.z = SMAASearchXRight(edges_tex, search_tex, vOffset[0].zw, vOffset[2].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(SMAA_RT_METRICS.zz, 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(edges_tex, 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(area_tex, sqrt_d, e1, e2, subsampleIndices.y);
+
+ // Fix corners:
+ coords.y = texCoord.y;
+ SMAADetectHorizontalCornerPattern(edges_tex, weights.rg, coords.xyzy, d);
+
+#if !defined(SMAA_DISABLE_DIAG_DETECTION)
+ } else
+ e.r = 0.0; // Skip vertical processing.
+#endif
+ }
+
+ if (e.r > 0.0) { // Edge at west
+ vec2 d;
+
+ // Find the distance to the top:
+ vec3 coords;
+ coords.y = SMAASearchYUp(edges_tex, search_tex, vOffset[1].xy, vOffset[2].z);
+ coords.x = vOffset[0].x; // vOffset[1].x = texCoord.x - 0.25 * SMAA_RT_METRICS.x;
+ d.x = coords.y;
+
+ // Fetch the top crossing edges:
+ float e1 = textureLod(edges_tex, coords.xy, 0.0).g;
+
+ // Find the distance to the bottom:
+ coords.z = SMAASearchYDown(edges_tex, search_tex, vOffset[1].zw, vOffset[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:
+ vec2 sqrt_d = sqrt(d);
+
+ // Fetch the bottom crossing edges:
+ float e2 = SMAASampleLevelZeroOffset(edges_tex, coords.xz, ivec2(0, 1)).g;
+
+ // Get the area for this direction:
+ weights.ba = SMAAArea(area_tex, sqrt_d, e1, e2, subsampleIndices.x);
+
+ // Fix corners:
+ coords.x = texCoord.x;
+ SMAADetectVerticalCornerPattern(edges_tex, weights.ba, coords.xyxz, d);
+ }
+
+ fragColor = weights;
+}
diff --git a/Shaders/HDR/smaa-blending-weight-calculation.vert b/Shaders/HDR/smaa-blending-weight-calculation.vert
new file mode 100644
index 000000000..5c098859a
--- /dev/null
+++ b/Shaders/HDR/smaa-blending-weight-calculation.vert
@@ -0,0 +1,70 @@
+/**
+ * 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
+
+#define SMAA_MAX_SEARCH_STEPS 16
+
+#define mad(a, b, c) (a * b + c)
+
+layout(location = 0) in vec4 pos;
+layout(location = 3) in vec4 multiTexCoord0;
+
+out vec2 texCoord;
+out vec2 pixCoord;
+out vec4 vOffset[3];
+
+uniform mat4 osg_ModelViewProjectionMatrix;
+
+uniform vec4 fg_Viewport;
+
+#define SMAA_RT_METRICS vec4(1.0 / fg_Viewport.z, 1.0 / fg_Viewport.w, fg_Viewport.z, fg_Viewport.w)
+
+void main()
+{
+ gl_Position = osg_ModelViewProjectionMatrix * pos;
+ texCoord = multiTexCoord0.st;
+
+ pixCoord = texCoord * SMAA_RT_METRICS.zw;
+
+ // We will use these offsets for the searches later on (see @PSEUDO_GATHER4):
+ vOffset[0] = mad(SMAA_RT_METRICS.xyxy, vec4(-0.25, -0.125, 1.25, -0.125), texCoord.xyxy);
+ vOffset[1] = mad(SMAA_RT_METRICS.xyxy, vec4(-0.125,-0.25, -0.125, 1.25 ), texCoord.xyxy);
+
+ // And these for the searches, they indicate the ends of the loops:
+ vOffset[2] = mad(SMAA_RT_METRICS.xxyy,
+ vec4(-2.0, 2.0, -2.0, 2.0) * float(SMAA_MAX_SEARCH_STEPS),
+ vec4(vOffset[0].xz, vOffset[1].yw));
+}
diff --git a/Shaders/HDR/smaa-edge-detection.frag b/Shaders/HDR/smaa-edge-detection.frag
new file mode 100644
index 000000000..ddbfa2465
--- /dev/null
+++ b/Shaders/HDR/smaa-edge-detection.frag
@@ -0,0 +1,98 @@
+/**
+ * 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
+
+#define SMAA_THRESHOLD 0.1
+#define SMAA_LOCAL_CONTRAST_ADAPTATION_FACTOR 2.0
+
+out vec4 fragColor;
+
+in vec2 texCoord;
+in vec4 vOffset[3];
+
+uniform sampler2D color_tex;
+
+//-----------------------------------------------------------------------------
+// Edge Detection Pixel Shaders (First Pass)
+
+/**
+ * Luma Edge Detection
+ *
+ * IMPORTANT NOTICE: luma edge detection requires gamma-corrected colors, and
+ * thus 'colorTex' should be a non-sRGB texture.
+ */
+void main()
+{
+ vec2 threshold = vec2(SMAA_THRESHOLD);
+
+ // Calculate lumas:
+ vec3 weights = vec3(0.2126, 0.7152, 0.0722);
+ float L = dot(texture(color_tex, texCoord).rgb, weights);
+
+ float Lleft = dot(texture(color_tex, vOffset[0].xy).rgb, weights);
+ float Ltop = dot(texture(color_tex, vOffset[0].zw).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(texture(color_tex, vOffset[1].xy).rgb, weights);
+ float Lbottom = dot(texture(color_tex, vOffset[1].zw).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(texture(color_tex, vOffset[2].xy).rgb, weights);
+ float Ltoptop = dot(texture(color_tex, vOffset[2].zw).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);
+
+ fragColor = vec4(edges, 0.0, 1.0);
+}
diff --git a/Shaders/HDR/smaa-edge-detection.vert b/Shaders/HDR/smaa-edge-detection.vert
new file mode 100644
index 000000000..745511c95
--- /dev/null
+++ b/Shaders/HDR/smaa-edge-detection.vert
@@ -0,0 +1,59 @@
+/**
+ * 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
+
+#define mad(a, b, c) (a * b + c)
+
+layout(location = 0) in vec4 pos;
+layout(location = 3) in vec4 multiTexCoord0;
+
+out vec2 texCoord;
+out vec4 vOffset[3];
+
+uniform mat4 osg_ModelViewProjectionMatrix;
+uniform vec4 fg_Viewport;
+
+#define SMAA_RT_METRICS vec4(1.0 / fg_Viewport.z, 1.0 / fg_Viewport.w, fg_Viewport.z, fg_Viewport.w)
+
+void main()
+{
+ gl_Position = osg_ModelViewProjectionMatrix * pos;
+ texCoord = multiTexCoord0.st;
+
+ vOffset[0] = mad(SMAA_RT_METRICS.xyxy, vec4(-1.0, 0.0, 0.0, -1.0), texCoord.xyxy);
+ vOffset[1] = mad(SMAA_RT_METRICS.xyxy, vec4( 1.0, 0.0, 0.0, 1.0), texCoord.xyxy);
+ vOffset[2] = mad(SMAA_RT_METRICS.xyxy, vec4(-2.0, 0.0, 0.0, -2.0), texCoord.xyxy);
+}
diff --git a/Shaders/HDR/smaa-neighborhood-blending.frag b/Shaders/HDR/smaa-neighborhood-blending.frag
new file mode 100644
index 000000000..2ffc0eccc
--- /dev/null
+++ b/Shaders/HDR/smaa-neighborhood-blending.frag
@@ -0,0 +1,101 @@
+/**
+ * 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
+
+#define mad(a, b, c) (a * b + c)
+
+out vec4 fragColor;
+
+in vec2 texCoord;
+in vec4 vOffset;
+
+uniform sampler2D color_tex;
+uniform sampler2D blend_tex;
+
+uniform vec4 fg_Viewport;
+
+#define SMAA_RT_METRICS vec4(1.0 / fg_Viewport.z, 1.0 / fg_Viewport.w, fg_Viewport.z, fg_Viewport.w)
+
+/**
+ * Conditional move:
+ */
+void SMAAMovc(bvec2 cond, inout vec2 variable, vec2 value) {
+ if (cond.x) variable.x = value.x;
+ if (cond.y) variable.y = value.y;
+}
+
+void SMAAMovc(bvec4 cond, inout vec4 variable, vec4 value) {
+ SMAAMovc(cond.xy, variable.xy, value.xy);
+ SMAAMovc(cond.zw, variable.zw, value.zw);
+}
+
+//-----------------------------------------------------------------------------
+// Neighborhood Blending Pixel Shader (Third Pass)
+
+void main()
+{
+ vec4 color;
+
+ // Fetch the blending weights for current pixel:
+ vec4 a;
+ a.x = texture(blend_tex, vOffset.xy).a; // Right
+ a.y = texture(blend_tex, vOffset.zw).g; // Top
+ a.wz = texture(blend_tex, texCoord).xz; // Bottom / Left
+
+ // Is there any blending weight with a value greater than 0.0?
+ if (dot(a, vec4(1.0, 1.0, 1.0, 1.0)) < 1e-5) {
+ color = textureLod(color_tex, texCoord, 0.0);
+ } else {
+ bool h = max(a.x, a.z) > max(a.y, a.w); // max(horizontal) > max(vertical)
+
+ // Calculate the blending offsets:
+ vec4 blendingOffset = vec4(0.0, a.y, 0.0, a.w);
+ vec2 blendingWeight = a.yw;
+ SMAAMovc(bvec4(h, h, h, h), blendingOffset, vec4(a.x, 0.0, a.z, 0.0));
+ SMAAMovc(bvec2(h, h), blendingWeight, a.xz);
+ blendingWeight /= dot(blendingWeight, vec2(1.0, 1.0));
+
+ // Calculate the texture coordinates:
+ vec4 blendingCoord = mad(blendingOffset, vec4(SMAA_RT_METRICS.xy, -SMAA_RT_METRICS.xy), texCoord.xyxy);
+
+ // We exploit bilinear filtering to mix current pixel with the chosen
+ // neighbor:
+ color = blendingWeight.x * textureLod(color_tex, blendingCoord.xy, 0.0);
+ color += blendingWeight.y * textureLod(color_tex, blendingCoord.zw, 0.0);
+ }
+
+ fragColor = color;
+}
diff --git a/Shaders/HDR/smaa-neighborhood-blending.vert b/Shaders/HDR/smaa-neighborhood-blending.vert
new file mode 100644
index 000000000..75b334023
--- /dev/null
+++ b/Shaders/HDR/smaa-neighborhood-blending.vert
@@ -0,0 +1,57 @@
+/**
+ * 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
+
+#define mad(a, b, c) (a * b + c)
+
+layout(location = 0) in vec4 pos;
+layout(location = 3) in vec4 multiTexCoord0;
+
+out vec2 texCoord;
+out vec4 vOffset;
+
+uniform mat4 osg_ModelViewProjectionMatrix;
+uniform vec4 fg_Viewport;
+
+#define SMAA_RT_METRICS vec4(1.0 / fg_Viewport.z, 1.0 / fg_Viewport.w, fg_Viewport.z, fg_Viewport.w)
+
+void main()
+{
+ gl_Position = osg_ModelViewProjectionMatrix * pos;
+ texCoord = multiTexCoord0.st;
+
+ vOffset = mad(SMAA_RT_METRICS.xyxy, vec4(1.0, 0.0, 0.0, 1.0), texCoord.xyxy);
+}
diff --git a/Textures/SMAA/area_tex.dds b/Textures/SMAA/area_tex.dds
new file mode 100644
index 000000000..7a3b1f8d1
Binary files /dev/null and b/Textures/SMAA/area_tex.dds differ
diff --git a/Textures/SMAA/search_tex.dds b/Textures/SMAA/search_tex.dds
new file mode 100644
index 000000000..f48ec89dd
Binary files /dev/null and b/Textures/SMAA/search_tex.dds differ
diff --git a/defaults.xml b/defaults.xml
index dbc12c2f1..150d78aa7 100644
--- a/defaults.xml
+++ b/defaults.xml
@@ -390,6 +390,7 @@ Started September 2000 by David Megginson, david@megginson.com
0.0
1.0
6.0
+ 2
true