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HDR: Add SMAA as the default antialiasing technique

This commit is contained in:
Fernando García Liñán 2021-08-23 01:05:41 +02:00
parent 2443c5bce7
commit 8662ce0a86
17 changed files with 1112 additions and 31 deletions

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@ -234,6 +234,30 @@
<screen-height-scale>0.0625</screen-height-scale> <screen-height-scale>0.0625</screen-height-scale>
</buffer> </buffer>
<!-- SMAA buffers -->
<buffer>
<name>smaa-edges</name>
<type>2d</type>
<width>screen</width>
<height>screen</height>
<format>rgba8</format>
<wrap-s>clamp</wrap-s>
<wrap-t>clamp</wrap-t>
<min-filter>linear-mipmap-linear</min-filter>
<mag-filter>linear</mag-filter>
</buffer>
<buffer>
<name>smaa-blend</name>
<type>2d</type>
<width>screen</width>
<height>screen</height>
<format>rgba8</format>
<wrap-s>clamp</wrap-s>
<wrap-t>clamp</wrap-t>
<min-filter>linear-mipmap-linear</min-filter>
<mag-filter>linear</mag-filter>
</buffer>
<!--=======================================================================--> <!--=======================================================================-->
<!-- <!--
@ -1022,19 +1046,88 @@
</pass> </pass>
<!-- <!--
Final display pass Final LDR post-processing passes that render to the screen
Perform any post-processing that has to be done in LDR space. For now they just do antialiasing.
--> -->
<!-- No AA -->
<pass> <pass>
<name>display</name> <name>no-aa-display</name>
<type>quad</type> <type>quad</type>
<effect>Effects/HDR/display</effect> <effect>Effects/HDR/trivial</effect>
<condition>
<equals>
<property>/sim/rendering/hdr/antialiasing-technique</property>
<value type="int">0</value>
</equals>
</condition>
<binding> <binding>
<unit>0</unit> <unit>0</unit>
<buffer>final</buffer> <buffer>final</buffer>
</binding> </binding>
</pass> </pass>
<!-- FXAA -->
<pass>
<name>fxaa</name>
<type>quad</type>
<effect>Effects/HDR/fxaa</effect>
<condition>
<equals>
<property>/sim/rendering/hdr/antialiasing-technique</property>
<value type="int">1</value>
</equals>
</condition>
<binding>
<unit>0</unit>
<buffer>final</buffer>
</binding>
</pass>
<!--
SMAA (Enhanced Subpixel Morphological Antialiasing)
http://www.iryoku.com/smaa/
-->
<pass include="smaa-pass.xml">
<name>smaa-edge-detection</name>
<effect>Effects/HDR/smaa-edge-detection</effect>
<clear-mask>color</clear-mask>
<clear-color type="vec4d">0.0 0.0 0.0 0.0</clear-color>
<binding>
<unit>0</unit>
<buffer>final</buffer>
</binding>
<attachment>
<component>color0</component>
<buffer>smaa-edges</buffer>
</attachment>
</pass>
<pass include="smaa-pass.xml">
<name>smaa-blending-weight-calculation</name>
<effect>Effects/HDR/smaa-blending-weight-calculation</effect>
<clear-mask>color</clear-mask>
<clear-color type="vec4d">0.0 0.0 0.0 0.0</clear-color>
<binding>
<unit>0</unit>
<buffer>smaa-edges</buffer>
</binding>
<attachment>
<component>color0</component>
<buffer>smaa-blend</buffer>
</attachment>
</pass>
<pass include="smaa-pass.xml">
<name>smaa-neighborhood-blending</name>
<effect>Effects/HDR/smaa-neighborhood-blending</effect>
<binding>
<unit>0</unit>
<buffer>final</buffer>
</binding>
<binding>
<unit>1</unit>
<buffer>smaa-blend</buffer>
</binding>
</pass>
<!-- Debug passes --> <!-- Debug passes -->
<pass include="debug-pass.xml"> <pass include="debug-pass.xml">
<name>debug-albedo</name> <name>debug-albedo</name>

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@ -0,0 +1,11 @@
<?xml version="1.0" encoding="utf-8"?>
<PropertyList>
<type>quad</type>
<condition>
<equals>
<property>/sim/rendering/hdr/antialiasing-technique</property>
<value type="int">2</value>
</equals>
</condition>
</PropertyList>

View file

@ -1,14 +1,14 @@
<?xml version="1.0" encoding="utf-8"?> <?xml version="1.0" encoding="utf-8"?>
<PropertyList> <PropertyList>
<name>Effects/HDR/display</name> <name>Effects/HDR/fxaa</name>
<technique n="1"> <technique n="1">
<pass> <pass>
<program> <program>
<vertex-shader>Shaders/HDR/display.vert</vertex-shader> <vertex-shader>Shaders/HDR/fxaa.vert</vertex-shader>
<fragment-shader>Shaders/HDR/display.frag</fragment-shader> <fragment-shader>Shaders/HDR/fxaa.frag</fragment-shader>
</program> </program>
<uniform> <uniform>
<name>tex</name> <name>color_tex</name>
<type>sampler-2d</type> <type>sampler-2d</type>
<value type="int">0</value> <value type="int">0</value>
</uniform> </uniform>

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@ -0,0 +1,67 @@
<?xml version="1.0" encoding="utf-8"?>
<PropertyList>
<name>Effects/HDR/smaa-blending-weight-calculation</name>
<parameters>
<texture n="1">
<image>Textures/SMAA/area_tex.dds</image>
<type>2d</type>
<filter>linear-mipmap-linear</filter>
<mag-filter>linear</mag-filter>
<wrap-s>clamp</wrap-s>
<wrap-t>clamp</wrap-t>
<internal-format>normalized</internal-format>
</texture>
<texture n="2">
<image>Textures/SMAA/search_tex.dds</image>
<type>2d</type>
<filter>linear-mipmap-linear</filter>
<mag-filter>linear</mag-filter>
<wrap-s>clamp</wrap-s>
<wrap-t>clamp</wrap-t>
<internal-format>normalized</internal-format>
</texture>
</parameters>
<technique n="1">
<pass>
<texture-unit>
<unit>1</unit>
<image><use>texture[1]/image</use></image>
<type><use>texture[1]/type</use></type>
<filter><use>texture[1]/filter</use></filter>
<mag-filter><use>texture[1]/mag-filter</use></mag-filter>
<wrap-s><use>texture[1]/wrap-s</use></wrap-s>
<wrap-t><use>texture[1]/wrap-t</use></wrap-t>
<internal-format><use>texture[1]/internal-format</use></internal-format>
</texture-unit>
<texture-unit>
<unit>2</unit>
<image><use>texture[2]/image</use></image>
<type><use>texture[2]/type</use></type>
<filter><use>texture[2]/filter</use></filter>
<mag-filter><use>texture[2]/mag-filter</use></mag-filter>
<wrap-s><use>texture[2]/wrap-s</use></wrap-s>
<wrap-t><use>texture[2]/wrap-t</use></wrap-t>
<internal-format><use>texture[2]/internal-format</use></internal-format>
</texture-unit>
<program>
<vertex-shader>Shaders/HDR/smaa-blending-weight-calculation.vert</vertex-shader>
<fragment-shader>Shaders/HDR/smaa-blending-weight-calculation.frag</fragment-shader>
</program>
<uniform>
<name>edges_tex</name>
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>
<uniform>
<name>area_tex</name>
<type>sampler-2d</type>
<value type="int">1</value>
</uniform>
<uniform>
<name>search_tex</name>
<type>sampler-2d</type>
<value type="int">2</value>
</uniform>
</pass>
</technique>
</PropertyList>

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@ -0,0 +1,17 @@
<?xml version="1.0" encoding="utf-8"?>
<PropertyList>
<name>Effects/HDR/smaa-edge-detection</name>
<technique n="1">
<pass>
<program>
<vertex-shader>Shaders/HDR/smaa-edge-detection.vert</vertex-shader>
<fragment-shader>Shaders/HDR/smaa-edge-detection.frag</fragment-shader>
</program>
<uniform>
<name>color_tex</name>
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>
</pass>
</technique>
</PropertyList>

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@ -0,0 +1,22 @@
<?xml version="1.0" encoding="utf-8"?>
<PropertyList>
<name>Effects/HDR/smaa-neighborhood-blending</name>
<technique n="1">
<pass>
<program>
<vertex-shader>Shaders/HDR/smaa-neighborhood-blending.vert</vertex-shader>
<fragment-shader>Shaders/HDR/smaa-neighborhood-blending.frag</fragment-shader>
</program>
<uniform>
<name>color_tex</name>
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>
<uniform>
<name>blend_tex</name>
<type>sampler-2d</type>
<value type="int">1</value>
</uniform>
</pass>
</technique>
</PropertyList>

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@ -5,23 +5,21 @@ out vec4 fragColor;
in vec2 texCoord; in vec2 texCoord;
in vec4 posPos; in vec4 posPos;
uniform vec2 fg_BufferSize; uniform sampler2D color_tex;
uniform sampler2D tex;
const float FXAA_SPAN_MAX = 8.0; const float FXAA_SPAN_MAX = 8.0;
const float FXAA_REDUCE_MUL = 1.0/8.0; const float FXAA_REDUCE_MUL = 1.0/8.0;
const float FXAA_REDUCE_MIN = 1.0/128.0; 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 rgbNW = textureLod(color_tex, posPos.zw, 0.0).xyz;
vec3 rgbNE = textureLodOffset(tex, posPos.zw, 0.0, ivec2(1,0)).xyz; vec3 rgbNE = textureLodOffset(color_tex, posPos.zw, 0.0, ivec2(1,0)).xyz;
vec3 rgbSW = textureLodOffset(tex, posPos.zw, 0.0, ivec2(0,1)).xyz; vec3 rgbSW = textureLodOffset(color_tex, posPos.zw, 0.0, ivec2(0,1)).xyz;
vec3 rgbSE = textureLodOffset(tex, posPos.zw, 0.0, ivec2(1,1)).xyz; vec3 rgbSE = textureLodOffset(color_tex, posPos.zw, 0.0, ivec2(1,1)).xyz;
vec3 rgbM = textureLod(tex, posPos.xy, 0.0).xyz; vec3 rgbM = textureLod(color_tex, posPos.xy, 0.0).xyz;
const vec3 luma = vec3(0.299, 0.587, 0.114); const vec3 luma = vec3(0.299, 0.587, 0.114);
float lumaNW = dot(rgbNW, luma); float lumaNW = dot(rgbNW, luma);
@ -45,19 +43,15 @@ vec3 fxaa()
dir * rcpDirMin)) * rcpFrame.xy; dir * rcpDirMin)) * rcpFrame.xy;
vec3 rgbA = 0.5 * ( vec3 rgbA = 0.5 * (
textureLod(tex, posPos.xy + dir * (1.0/3.0 - 0.5), 0.0).xyz + textureLod(color_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 * (2.0/3.0 - 0.5), 0.0).xyz);
vec3 rgbB = rgbA * 0.5 + 0.25 * ( vec3 rgbB = rgbA * 0.5 + 0.25 * (
textureLod(tex, posPos.xy + dir * (0.0/3.0 - 0.5), 0.0).xyz + textureLod(color_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 * (3.0/3.0 - 0.5), 0.0).xyz);
float lumaB = dot(rgbB, luma); float lumaB = dot(rgbB, luma);
if((lumaB < lumaMin) || (lumaB > lumaMax)) if((lumaB < lumaMin) || (lumaB > lumaMax))
return rgbA; fragColor = vec4(rgbA, 1.0);
return rgbB; else
} fragColor = vec4(rgbB, 1.0);
void main()
{
fragColor = vec4(fxaa(), 1.0);
} }

View file

@ -8,7 +8,7 @@ out vec4 posPos;
uniform mat4 osg_ModelViewProjectionMatrix; uniform mat4 osg_ModelViewProjectionMatrix;
uniform sampler2D tex; uniform sampler2D color_tex;
const float FXAA_SUBPIX_SHIFT = 1.0/4.0; const float FXAA_SUBPIX_SHIFT = 1.0/4.0;
@ -16,7 +16,7 @@ void main()
{ {
gl_Position = osg_ModelViewProjectionMatrix * pos; gl_Position = osg_ModelViewProjectionMatrix * pos;
texCoord = multiTexCoord0.st; texCoord = multiTexCoord0.st;
vec2 rcpFrame = 1.0 / textureSize(tex, 0); vec2 rcpFrame = 1.0 / textureSize(color_tex, 0);
posPos.xy = multiTexCoord0.xy; posPos.xy = multiTexCoord0.xy;
posPos.zw = multiTexCoord0.xy - (rcpFrame * (0.5 + FXAA_SUBPIX_SHIFT)); posPos.zw = multiTexCoord0.xy - (rcpFrame * (0.5 + FXAA_SUBPIX_SHIFT));
} }

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@ -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;
}

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/**
* 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));
}

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/**
* 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);
}

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/**
* 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);
}

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/**
* 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;
}

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/**
* 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);
}

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@ -390,6 +390,7 @@ Started September 2000 by David Megginson, david@megginson.com
<exposure-compensation type="float">0.0</exposure-compensation> <exposure-compensation type="float">0.0</exposure-compensation>
<bloom-magnitude type="float">1.0</bloom-magnitude> <bloom-magnitude type="float">1.0</bloom-magnitude>
<bloom-threshold type="float">6.0</bloom-threshold> <bloom-threshold type="float">6.0</bloom-threshold>
<antialiasing-technique type="int" userarchive="y">2</antialiasing-technique>
</hdr> </hdr>
<composite-viewer-enabled type="bool">true</composite-viewer-enabled> <composite-viewer-enabled type="bool">true</composite-viewer-enabled>
</rendering> </rendering>