102 lines
3.8 KiB
GLSL
102 lines
3.8 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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layout(location = 0) out vec4 fragColor;
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in vec2 texcoord;
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in vec4 v_offset;
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uniform sampler2D color_tex;
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uniform sampler2D blend_tex;
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uniform vec4 fg_Viewport;
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//------------------------------------------------------------------------------
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#define mad(a, b, c) (a * b + c)
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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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/**
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* Conditional move:
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*/
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void SMAAMovc(bvec2 cond, inout vec2 variable, vec2 value) {
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if (cond.x) variable.x = value.x;
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if (cond.y) variable.y = value.y;
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}
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void SMAAMovc(bvec4 cond, inout vec4 variable, vec4 value) {
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SMAAMovc(cond.xy, variable.xy, value.xy);
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SMAAMovc(cond.zw, variable.zw, value.zw);
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}
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//-----------------------------------------------------------------------------
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// Neighborhood Blending Pixel Shader (Third Pass)
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void main()
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{
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vec4 color;
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// Fetch the blending weights for current pixel:
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vec4 a;
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a.x = texture(blend_tex, v_offset.xy).a; // Right
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a.y = texture(blend_tex, v_offset.zw).g; // Top
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a.wz = texture(blend_tex, texcoord).xz; // Bottom / Left
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// Is there any blending weight with a value greater than 0.0?
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if (dot(a, vec4(1.0, 1.0, 1.0, 1.0)) < 1e-5) {
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color = textureLod(color_tex, texcoord, 0.0);
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} else {
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bool h = max(a.x, a.z) > max(a.y, a.w); // max(horizontal) > max(vertical)
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// Calculate the blending offsets:
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vec4 blendingOffset = vec4(0.0, a.y, 0.0, a.w);
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vec2 blendingWeight = a.yw;
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SMAAMovc(bvec4(h, h, h, h), blendingOffset, vec4(a.x, 0.0, a.z, 0.0));
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SMAAMovc(bvec2(h, h), blendingWeight, a.xz);
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blendingWeight /= dot(blendingWeight, vec2(1.0, 1.0));
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// Calculate the texture coordinates:
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vec4 blendingCoord = mad(blendingOffset, vec4(SMAA_RT_METRICS.xy, -SMAA_RT_METRICS.xy), texcoord.xyxy);
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// We exploit bilinear filtering to mix current pixel with the chosen
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// neighbor:
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color = blendingWeight.x * textureLod(color_tex, blendingCoord.xy, 0.0);
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color += blendingWeight.y * textureLod(color_tex, blendingCoord.zw, 0.0);
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}
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fragColor = color;
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}
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