70 lines
2.7 KiB
GLSL
70 lines
2.7 KiB
GLSL
/**
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* Adaptation of SMAA (Enhanced Subpixel Morphological Antialiasing)
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* for FlightGear.
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* See http://www.iryoku.com/smaa/ for details.
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* Licensed under the MIT license, see below.
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*/
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/**
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* Copyright (C) 2013 Jorge Jimenez (jorge@iryoku.com)
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* Copyright (C) 2013 Jose I. Echevarria (joseignacioechevarria@gmail.com)
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* Copyright (C) 2013 Belen Masia (bmasia@unizar.es)
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* Copyright (C) 2013 Fernando Navarro (fernandn@microsoft.com)
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* Copyright (C) 2013 Diego Gutierrez (diegog@unizar.es)
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* this software and associated documentation files (the "Software"), to deal in
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* the Software without restriction, including without limitation the rights to
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* use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
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* of the Software, and to permit persons to whom the Software is furnished to
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* do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software. As clarification, there
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* is no requirement that the copyright notice and permission be included in
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* binary distributions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*/
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#version 330 core
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#define SMAA_MAX_SEARCH_STEPS 16
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#define mad(a, b, c) (a * b + c)
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layout(location = 0) in vec4 pos;
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layout(location = 3) in vec4 multiTexCoord0;
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out vec2 texCoord;
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out vec2 pixCoord;
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out vec4 vOffset[3];
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uniform mat4 osg_ModelViewProjectionMatrix;
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uniform vec4 fg_Viewport;
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#define SMAA_RT_METRICS vec4(1.0 / fg_Viewport.z, 1.0 / fg_Viewport.w, fg_Viewport.z, fg_Viewport.w)
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void main()
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{
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gl_Position = osg_ModelViewProjectionMatrix * pos;
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texCoord = multiTexCoord0.st;
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pixCoord = texCoord * SMAA_RT_METRICS.zw;
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// We will use these offsets for the searches later on (see @PSEUDO_GATHER4):
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vOffset[0] = mad(SMAA_RT_METRICS.xyxy, vec4(-0.25, -0.125, 1.25, -0.125), texCoord.xyxy);
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vOffset[1] = mad(SMAA_RT_METRICS.xyxy, vec4(-0.125,-0.25, -0.125, 1.25 ), texCoord.xyxy);
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// And these for the searches, they indicate the ends of the loops:
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vOffset[2] = mad(SMAA_RT_METRICS.xxyy,
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vec4(-2.0, 2.0, -2.0, 2.0) * float(SMAA_MAX_SEARCH_STEPS),
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vec4(vOffset[0].xz, vOffset[1].yw));
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}
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