/** * 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; }