/** * 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 layout(location = 0) out vec4 fragColor; in vec2 texcoord; in vec4 v_offset[3]; uniform sampler2D color_tex; //----------------------------------------------------------------------------- #define SMAA_THRESHOLD 0.1 #define SMAA_LOCAL_CONTRAST_ADAPTATION_FACTOR 2.0 //----------------------------------------------------------------------------- // 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, v_offset[0].xy).rgb, weights); float Ltop = dot(texture(color_tex, v_offset[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, v_offset[1].xy).rgb, weights); float Lbottom = dot(texture(color_tex, v_offset[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, v_offset[2].xy).rgb, weights); float Ltoptop = dot(texture(color_tex, v_offset[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); }