495 lines
19 KiB
GLSL
495 lines
19 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 vec2 pixcoord;
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in vec4 v_offset[3];
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uniform sampler2D edges_tex;
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uniform sampler2D area_tex;
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uniform sampler2D search_tex;
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uniform vec4 fg_Viewport;
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//------------------------------------------------------------------------------
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#define SMAA_THRESHOLD 0.1
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#define SMAA_MAX_SEARCH_STEPS_DIAG 8
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#define SMAA_CORNER_ROUNDING 25
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#define SMAA_AREATEX_MAX_DISTANCE 16
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#define SMAA_AREATEX_MAX_DISTANCE_DIAG 20
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#define SMAA_AREATEX_PIXEL_SIZE (1.0 / vec2(160.0, 560.0))
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#define SMAA_AREATEX_SUBTEX_SIZE (1.0 / 7.0)
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#define SMAA_SEARCHTEX_SIZE vec2(66.0, 33.0)
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#define SMAA_SEARCHTEX_PACKED_SIZE vec2(64.0, 16.0)
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#define SMAA_CORNER_ROUNDING_NORM (float(SMAA_CORNER_ROUNDING) / 100.0)
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#define SMAA_AREATEX_SELECT(sample) sample.rg
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#define SMAA_SEARCHTEX_SELECT(sample) sample.r
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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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#define saturate(a) clamp(a, 0.0, 1.0)
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#define round(v) floor(v + 0.5)
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#define SMAASampleLevelZeroOffset(tex, coord, offset) textureLodOffset(tex, coord, 0.0, offset)
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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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// Diagonal Search Functions
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/**
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* Allows to decode two binary values from a bilinear-filtered access.
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*/
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vec2 SMAADecodeDiagBilinearAccess(vec2 e) {
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// Bilinear access for fetching 'e' have a 0.25 offset, and we are
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// interested in the R and G edges:
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//
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// +---G---+-------+
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// | x o R x |
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// +-------+-------+
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//
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// Then, if one of these edge is enabled:
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// Red: (0.75 * X + 0.25 * 1) => 0.25 or 1.0
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// Green: (0.75 * 1 + 0.25 * X) => 0.75 or 1.0
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//
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// This function will unpack the values (mad + mul + round):
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// wolframalpha.com: round(x * abs(5 * x - 5 * 0.75)) plot 0 to 1
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e.r = e.r * abs(5.0 * e.r - 5.0 * 0.75);
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return round(e);
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}
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vec4 SMAADecodeDiagBilinearAccess(vec4 e) {
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e.rb = e.rb * abs(5.0 * e.rb - 5.0 * 0.75);
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return round(e);
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}
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/**
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* These functions allows to perform diagonal pattern searches.
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*/
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vec2 SMAASearchDiag1(sampler2D edgesTex, vec2 texcoord, vec2 dir, out vec2 e) {
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vec4 coord = vec4(texcoord, -1.0, 1.0);
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vec3 t = vec3(SMAA_RT_METRICS.xy, 1.0);
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while (coord.z < float(SMAA_MAX_SEARCH_STEPS_DIAG - 1) &&
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coord.w > 0.9) {
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coord.xyz = mad(t, vec3(dir, 1.0), coord.xyz);
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e = textureLod(edgesTex, coord.xy, 0.0).rg;
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coord.w = dot(e, vec2(0.5, 0.5));
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}
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return coord.zw;
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}
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vec2 SMAASearchDiag2(sampler2D edgesTex, vec2 texcoord, vec2 dir, out vec2 e) {
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vec4 coord = vec4(texcoord, -1.0, 1.0);
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coord.x += 0.25 * SMAA_RT_METRICS.x; // See @SearchDiag2Optimization
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vec3 t = vec3(SMAA_RT_METRICS.xy, 1.0);
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while (coord.z < float(SMAA_MAX_SEARCH_STEPS_DIAG - 1) &&
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coord.w > 0.9) {
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coord.xyz = mad(t, vec3(dir, 1.0), coord.xyz);
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// @SearchDiag2Optimization
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// Fetch both edges at once using bilinear filtering:
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e = textureLod(edgesTex, coord.xy, 0.0).rg;
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e = SMAADecodeDiagBilinearAccess(e);
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// Non-optimized version:
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// e.g = SMAASampleLevelZero(edgesTex, coord.xy).g;
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// e.r = SMAASampleLevelZeroOffset(edgesTex, coord.xy, int2(1, 0)).r;
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coord.w = dot(e, vec2(0.5, 0.5));
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}
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return coord.zw;
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}
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/**
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* Similar to SMAAArea, this calculates the area corresponding to a certain
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* diagonal distance and crossing edges 'e'.
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*/
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vec2 SMAAAreaDiag(sampler2D areaTex, vec2 dist, vec2 e, float offset) {
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vec2 texcoord = mad(vec2(SMAA_AREATEX_MAX_DISTANCE_DIAG, SMAA_AREATEX_MAX_DISTANCE_DIAG), e, dist);
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// We do a scale and bias for mapping to texel space:
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texcoord = mad(SMAA_AREATEX_PIXEL_SIZE, texcoord, 0.5 * SMAA_AREATEX_PIXEL_SIZE);
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// Diagonal areas are on the second half of the texture:
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texcoord.x += 0.5;
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// Move to proper place, according to the subpixel offset:
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texcoord.y += SMAA_AREATEX_SUBTEX_SIZE * offset;
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// Do it!
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return SMAA_AREATEX_SELECT(textureLod(areaTex, texcoord, 0.0));
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}
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/**
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* This searches for diagonal patterns and returns the corresponding weights.
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*/
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vec2 SMAACalculateDiagWeights(sampler2D edgesTex, sampler2D areaTex, vec2 texcoord, vec2 e, vec4 subsampleIndices) {
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vec2 weights = vec2(0.0, 0.0);
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// Search for the line ends:
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vec4 d;
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vec2 end;
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if (e.r > 0.0) {
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d.xz = SMAASearchDiag1(edgesTex, texcoord, vec2(-1.0, 1.0), end);
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d.x += float(end.y > 0.9);
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} else
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d.xz = vec2(0.0, 0.0);
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d.yw = SMAASearchDiag1(edgesTex, texcoord, vec2(1.0, -1.0), end);
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if (d.x + d.y > 2.0) { // d.x + d.y + 1 > 3
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// Fetch the crossing edges:
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vec4 coords = mad(vec4(-d.x + 0.25, d.x, d.y, -d.y - 0.25), SMAA_RT_METRICS.xyxy, texcoord.xyxy);
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vec4 c;
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c.xy = SMAASampleLevelZeroOffset(edgesTex, coords.xy, ivec2(-1, 0)).rg;
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c.zw = SMAASampleLevelZeroOffset(edgesTex, coords.zw, ivec2( 1, 0)).rg;
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c.yxwz = SMAADecodeDiagBilinearAccess(c.xyzw);
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// Non-optimized version:
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// vec4 coords = mad(float4(-d.x, d.x, d.y, -d.y), SMAA_RT_METRICS.xyxy, texcoord.xyxy);
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// vec4 c;
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// c.x = SMAASampleLevelZeroOffset(edgesTex, coords.xy, ivec2(-1, 0)).g;
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// c.y = SMAASampleLevelZeroOffset(edgesTex, coords.xy, ivec2( 0, 0)).r;
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// c.z = SMAASampleLevelZeroOffset(edgesTex, coords.zw, ivec2( 1, 0)).g;
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// c.w = SMAASampleLevelZeroOffset(edgesTex, coords.zw, ivec2( 1, -1)).r;
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// Merge crossing edges at each side into a single value:
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vec2 cc = mad(vec2(2.0, 2.0), c.xz, c.yw);
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// Remove the crossing edge if we didn't found the end of the line:
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SMAAMovc(bvec2(step(0.9, d.zw)), cc, vec2(0.0, 0.0));
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// Fetch the areas for this line:
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weights += SMAAAreaDiag(areaTex, d.xy, cc, subsampleIndices.z);
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}
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// Search for the line ends:
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d.xz = SMAASearchDiag2(edgesTex, texcoord, vec2(-1.0, -1.0), end);
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if (SMAASampleLevelZeroOffset(edgesTex, texcoord, ivec2(1, 0)).r > 0.0) {
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d.yw = SMAASearchDiag2(edgesTex, texcoord, vec2(1.0, 1.0), end);
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d.y += float(end.y > 0.9);
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} else
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d.yw = vec2(0.0, 0.0);
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if (d.x + d.y > 2.0) { // d.x + d.y + 1 > 3
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// Fetch the crossing edges:
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vec4 coords = mad(vec4(-d.x, -d.x, d.y, d.y), SMAA_RT_METRICS.xyxy, texcoord.xyxy);
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vec4 c;
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c.x = SMAASampleLevelZeroOffset(edgesTex, coords.xy, ivec2(-1, 0)).g;
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c.y = SMAASampleLevelZeroOffset(edgesTex, coords.xy, ivec2( 0, -1)).r;
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c.zw = SMAASampleLevelZeroOffset(edgesTex, coords.zw, ivec2( 1, 0)).gr;
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vec2 cc = mad(vec2(2.0, 2.0), c.xz, c.yw);
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// Remove the crossing edge if we didn't found the end of the line:
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SMAAMovc(bvec2(step(0.9, d.zw)), cc, vec2(0.0, 0.0));
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// Fetch the areas for this line:
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weights += SMAAAreaDiag(areaTex, d.xy, cc, subsampleIndices.w).gr;
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}
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return weights;
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}
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//-----------------------------------------------------------------------------
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// Horizontal/Vertical Search Functions
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/**
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* This allows to determine how much length should we add in the last step
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* of the searches. It takes the bilinearly interpolated edge (see
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* @PSEUDO_GATHER4), and adds 0, 1 or 2, depending on which edges and
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* crossing edges are active.
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*/
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float SMAASearchLength(sampler2D searchTex, vec2 e, float offset) {
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// The texture is flipped vertically, with left and right cases taking half
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// of the space horizontally:
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vec2 scale = SMAA_SEARCHTEX_SIZE * vec2(0.5, -1.0);
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vec2 bias = SMAA_SEARCHTEX_SIZE * vec2(offset, 1.0);
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// Scale and bias to access texel centers:
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scale += vec2(-1.0, 1.0);
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bias += vec2( 0.5, -0.5);
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// Convert from pixel coordinates to texcoords:
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// (We use SMAA_SEARCHTEX_PACKED_SIZE because the texture is cropped)
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scale *= 1.0 / SMAA_SEARCHTEX_PACKED_SIZE;
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bias *= 1.0 / SMAA_SEARCHTEX_PACKED_SIZE;
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// Lookup the search texture:
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return SMAA_SEARCHTEX_SELECT(textureLod(searchTex, mad(scale, e, bias), 0.0));
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}
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/**
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* Horizontal/vertical search functions for the 2nd pass.
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*/
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float SMAASearchXLeft(sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end) {
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/**
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* @PSEUDO_GATHER4
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* This texcoord has been offset by (-0.25, -0.125) in the vertex shader to
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* sample between edge, thus fetching four edges in a row.
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* Sampling with different offsets in each direction allows to disambiguate
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* which edges are active from the four fetched ones.
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*/
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vec2 e = vec2(0.0, 1.0);
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while (texcoord.x > end &&
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e.g > 0.8281 && // Is there some edge not activated?
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e.r == 0.0) { // Or is there a crossing edge that breaks the line?
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e = textureLod(edgesTex, texcoord, 0.0).rg;
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texcoord = mad(-vec2(2.0, 0.0), SMAA_RT_METRICS.xy, texcoord);
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}
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float offset = mad(-(255.0 / 127.0), SMAASearchLength(searchTex, e, 0.0), 3.25);
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return mad(SMAA_RT_METRICS.x, offset, texcoord.x);
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// Non-optimized version:
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// We correct the previous (-0.25, -0.125) offset we applied:
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// texcoord.x += 0.25 * SMAA_RT_METRICS.x;
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// The searches are bias by 1, so adjust the coords accordingly:
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// texcoord.x += SMAA_RT_METRICS.x;
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// Disambiguate the length added by the last step:
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// texcoord.x += 2.0 * SMAA_RT_METRICS.x; // Undo last step
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// texcoord.x -= SMAA_RT_METRICS.x * (255.0 / 127.0) * SMAASearchLength(SMAATexturePass2D(searchTex), e, 0.0);
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// return mad(SMAA_RT_METRICS.x, offset, texcoord.x);
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}
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float SMAASearchXRight(sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end) {
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vec2 e = vec2(0.0, 1.0);
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while (texcoord.x < end &&
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e.g > 0.8281 && // Is there some edge not activated?
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e.r == 0.0) { // Or is there a crossing edge that breaks the line?
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e = textureLod(edgesTex, texcoord, 0.0).rg;
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texcoord = mad(vec2(2.0, 0.0), SMAA_RT_METRICS.xy, texcoord);
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}
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float offset = mad(-(255.0 / 127.0), SMAASearchLength(searchTex, e, 0.5), 3.25);
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return mad(-SMAA_RT_METRICS.x, offset, texcoord.x);
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}
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float SMAASearchYUp(sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end) {
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vec2 e = vec2(1.0, 0.0);
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while (texcoord.y > end &&
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e.r > 0.8281 && // Is there some edge not activated?
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e.g == 0.0) { // Or is there a crossing edge that breaks the line?
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e = textureLod(edgesTex, texcoord, 0.0).rg;
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texcoord = mad(-vec2(0.0, 2.0), SMAA_RT_METRICS.xy, texcoord);
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}
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float offset = mad(-(255.0 / 127.0), SMAASearchLength(searchTex, e.gr, 0.0), 3.25);
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return mad(SMAA_RT_METRICS.y, offset, texcoord.y);
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}
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float SMAASearchYDown(sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end) {
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vec2 e = vec2(1.0, 0.0);
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while (texcoord.y < end &&
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e.r > 0.8281 && // Is there some edge not activated?
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e.g == 0.0) { // Or is there a crossing edge that breaks the line?
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e = textureLod(edgesTex, texcoord, 0.0).rg;
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texcoord = mad(vec2(0.0, 2.0), SMAA_RT_METRICS.xy, texcoord);
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}
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float offset = mad(-(255.0 / 127.0), SMAASearchLength(searchTex, e.gr, 0.5), 3.25);
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return mad(-SMAA_RT_METRICS.y, offset, texcoord.y);
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}
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/**
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* Ok, we have the distance and both crossing edges. So, what are the areas
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* at each side of current edge?
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*/
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vec2 SMAAArea(sampler2D area_tex, vec2 dist, float e1, float e2, float offset) {
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// Rounding prevents precision errors of bilinear filtering:
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vec2 texcoord = mad(vec2(SMAA_AREATEX_MAX_DISTANCE, SMAA_AREATEX_MAX_DISTANCE), round(4.0 * vec2(e1, e2)), dist);
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// We do a scale and bias for mapping to texel space:
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texcoord = mad(SMAA_AREATEX_PIXEL_SIZE, texcoord, 0.5 * SMAA_AREATEX_PIXEL_SIZE);
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// Move to proper place, according to the subpixel offset:
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texcoord.y = mad(SMAA_AREATEX_SUBTEX_SIZE, offset, texcoord.y);
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// Do it!
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return SMAA_AREATEX_SELECT(textureLod(area_tex, texcoord, 0.0));
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}
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//-----------------------------------------------------------------------------
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// Corner Detection Functions
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void SMAADetectHorizontalCornerPattern(sampler2D edgesTex, inout vec2 weights, vec4 texcoord, vec2 d) {
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#if !defined(SMAA_DISABLE_CORNER_DETECTION)
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vec2 leftRight = step(d.xy, d.yx);
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vec2 rounding = (1.0 - SMAA_CORNER_ROUNDING_NORM) * leftRight;
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rounding /= leftRight.x + leftRight.y; // Reduce blending for pixels in the center of a line.
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vec2 factor = vec2(1.0, 1.0);
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factor.x -= rounding.x * SMAASampleLevelZeroOffset(edgesTex, texcoord.xy, ivec2(0, 1)).r;
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factor.x -= rounding.y * SMAASampleLevelZeroOffset(edgesTex, texcoord.zw, ivec2(1, 1)).r;
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factor.y -= rounding.x * SMAASampleLevelZeroOffset(edgesTex, texcoord.xy, ivec2(0, -2)).r;
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factor.y -= rounding.y * SMAASampleLevelZeroOffset(edgesTex, texcoord.zw, ivec2(1, -2)).r;
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weights *= saturate(factor);
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#endif
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}
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void SMAADetectVerticalCornerPattern(sampler2D edgesTex, inout vec2 weights, vec4 texcoord, vec2 d) {
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#if !defined(SMAA_DISABLE_CORNER_DETECTION)
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vec2 leftRight = step(d.xy, d.yx);
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vec2 rounding = (1.0 - SMAA_CORNER_ROUNDING_NORM) * leftRight;
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rounding /= leftRight.x + leftRight.y;
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vec2 factor = vec2(1.0, 1.0);
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factor.x -= rounding.x * SMAASampleLevelZeroOffset(edgesTex, texcoord.xy, ivec2( 1, 0)).g;
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factor.x -= rounding.y * SMAASampleLevelZeroOffset(edgesTex, texcoord.zw, ivec2( 1, 1)).g;
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factor.y -= rounding.x * SMAASampleLevelZeroOffset(edgesTex, texcoord.xy, ivec2(-2, 0)).g;
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factor.y -= rounding.y * SMAASampleLevelZeroOffset(edgesTex, texcoord.zw, ivec2(-2, 1)).g;
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weights *= saturate(factor);
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#endif
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}
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//-----------------------------------------------------------------------------
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// Blending Weight Calculation Pixel Shader (Second Pass)
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void main()
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{
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vec4 subsampleIndices = vec4(0.0); // Just pass zero for SMAA 1x, see @SUBSAMPLE_INDICES.
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vec4 weights = vec4(0.0, 0.0, 0.0, 0.0);
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vec2 e = texture(edges_tex, texcoord).rg;
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if (e.g > 0.0) { // Edge at north
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#if !defined(SMAA_DISABLE_DIAG_DETECTION)
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// Diagonals have both north and west edges, so searching for them in
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// one of the boundaries is enough.
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weights.rg = SMAACalculateDiagWeights(edges_tex, area_tex, texcoord, e, subsampleIndices);
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// We give priority to diagonals, so if we find a diagonal we skip
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// horizontal/vertical processing.
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if (weights.r == -weights.g) { // weights.r + weights.g == 0.0
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#endif
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vec2 d;
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// Find the distance to the left:
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vec3 coords;
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coords.x = SMAASearchXLeft(edges_tex, search_tex, v_offset[0].xy, v_offset[2].x);
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coords.y = v_offset[1].y; // v_offset[1].y = texcoord.y - 0.25 * SMAA_RT_METRICS.y (@CROSSING_OFFSET)
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d.x = coords.x;
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// Now fetch the left crossing edges, two at a time using bilinear
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// filtering. Sampling at -0.25 (see @CROSSING_OFFSET) enables to
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// discern what value each edge has:
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float e1 = textureLod(edges_tex, coords.xy, 0.0).r;
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// Find the distance to the right:
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coords.z = SMAASearchXRight(edges_tex, search_tex, v_offset[0].zw, v_offset[2].y);
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d.y = coords.z;
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// We want the distances to be in pixel units (doing this here allow to
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// better interleave arithmetic and memory accesses):
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d = abs(round(mad(SMAA_RT_METRICS.zz, d, -pixcoord.xx)));
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// SMAAArea below needs a sqrt, as the areas texture is compressed
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// quadratically:
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vec2 sqrt_d = sqrt(d);
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// Fetch the right crossing edges:
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float e2 = SMAASampleLevelZeroOffset(edges_tex, coords.zy, ivec2(1, 0)).r;
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// Ok, we know how this pattern looks like, now it is time for getting
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// the actual area:
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weights.rg = SMAAArea(area_tex, sqrt_d, e1, e2, subsampleIndices.y);
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// Fix corners:
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coords.y = texcoord.y;
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SMAADetectHorizontalCornerPattern(edges_tex, weights.rg, coords.xyzy, d);
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#if !defined(SMAA_DISABLE_DIAG_DETECTION)
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} else
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e.r = 0.0; // Skip vertical processing.
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#endif
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}
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if (e.r > 0.0) { // Edge at west
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vec2 d;
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|
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// Find the distance to the top:
|
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vec3 coords;
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coords.y = SMAASearchYUp(edges_tex, search_tex, v_offset[1].xy, v_offset[2].z);
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coords.x = v_offset[0].x; // v_offset[1].x = texcoord.x - 0.25 * SMAA_RT_METRICS.x;
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d.x = coords.y;
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|
|
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// Fetch the top crossing edges:
|
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float e1 = textureLod(edges_tex, coords.xy, 0.0).g;
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|
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// Find the distance to the bottom:
|
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coords.z = SMAASearchYDown(edges_tex, search_tex, v_offset[1].zw, v_offset[2].w);
|
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d.y = coords.z;
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|
|
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// We want the distances to be in pixel units:
|
|
d = abs(round(mad(SMAA_RT_METRICS.ww, d, -pixcoord.yy)));
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|
|
// SMAAArea below needs a sqrt, as the areas texture is compressed
|
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// quadratically:
|
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vec2 sqrt_d = sqrt(d);
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|
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// Fetch the bottom crossing edges:
|
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float e2 = SMAASampleLevelZeroOffset(edges_tex, coords.xz, ivec2(0, 1)).g;
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|
|
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// Get the area for this direction:
|
|
weights.ba = SMAAArea(area_tex, sqrt_d, e1, e2, subsampleIndices.x);
|
|
|
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// Fix corners:
|
|
coords.x = texcoord.x;
|
|
SMAADetectVerticalCornerPattern(edges_tex, weights.ba, coords.xyxz, d);
|
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}
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fragColor = weights;
|
|
}
|