98 lines
3.6 KiB
GLSL
98 lines
3.6 KiB
GLSL
/**
|
|
* 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);
|
|
}
|