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@@ -0,0 +1,461 @@
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+#version 450
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+
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+#define SMAA_MAX_SEARCH_STEPS_DIAG 8
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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 25
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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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+#define mad(a, b, c) (a * b + c)
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+#define saturate(a) clamp(a, 0.0, 1.0)
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+#define round(a) floor(a + 0.5)
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+
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+uniform sampler2D edgesTex;
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+uniform sampler2D areaTex;
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+uniform sampler2D searchTex;
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+
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+uniform vec2 screenSize;
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+uniform vec2 screenSizeInv;
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+
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+in vec2 texCoord;
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+in vec2 pixcoord;
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+in vec4 offset0;
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+in vec4 offset1;
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+in vec4 offset2;
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+out vec4 fragColor;
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+
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+vec2 screenSizeLocal;
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+vec2 screenSizeInvLocal;
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+
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+// Blending Weight Calculation Pixel Shader (Second Pass)
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+vec2 cdw_end;
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+
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+vec4 textureLodA(sampler2D tex, vec2 coord, float lod) {
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+ #if defined(HLSL) || defined(METAL) || defined(SPIRV)
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+ coord.y = 1.0 - coord.y;
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+ #endif
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+ return textureLod(tex, coord, lod);
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+}
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+
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+#define SMAASampleLevelZeroOffset(tex, coord, offset) textureLodA(tex, coord + offset * screenSizeInv.xy, 0.0)
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+
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+//-----------------------------------------------------------------------------
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+// Diagonal Search Functions
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+
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+// #if !defined(SMAA_DISABLE_DIAG_DETECTION)
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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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+
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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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+/**
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+ * These functions allows to perform diagonal pattern searches.
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+ */
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+vec2 SMAASearchDiag1(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(screenSizeInv.xy, 1.0);
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+ float cw = coord.w; // TODO: krafix hlsl bug
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+ while (coord.z < float(SMAA_MAX_SEARCH_STEPS_DIAG - 1) && cw > 0.9) {
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+ coord.xyz = mad(t, vec3(dir, 1.0), coord.xyz);
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+ cdw_end /*e*/ = textureLodA(edgesTex, coord.xy, 0.0).rg;
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+ cw = dot(cdw_end /*e*/, vec2(0.5, 0.5));
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+ }
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+ coord.w = cw;
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+ return coord.zw;
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+}
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+
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+vec2 SMAASearchDiag2(vec2 texcoord, vec2 dir) {
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+ vec4 coord = vec4(texcoord, -1.0, 1.0);
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+ coord.x += 0.25 * screenSizeInvLocal.x; // See @SearchDiag2Optimization
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+ vec3 t = vec3(screenSizeInv.xy, 1.0);
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+ float cw = coord.w; // TODO: krafix hlsl bug
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+ while (coord.z < float(SMAA_MAX_SEARCH_STEPS_DIAG - 1) && cw > 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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+ cdw_end /*e*/ = textureLodA(edgesTex, coord.xy, 0.0).rg;
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+ cdw_end /*e*/ = SMAADecodeDiagBilinearAccess(cdw_end /*e*/);
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+ cw = dot(cdw_end /*e*/, vec2(0.5, 0.5));
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+ }
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+ coord.w = cw;
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+ return coord.zw;
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+}
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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(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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+
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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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+
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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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+
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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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+
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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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+/**
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+ * This searches for diagonal patterns and returns the corresponding weights.
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+ */
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+vec2 SMAACalculateDiagWeights(vec2 texcoord, vec2 e, vec4 subsampleIndices) {
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+ vec2 weights = vec2(0.0, 0.0);
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+
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+ // Search for the line ends:
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+ vec4 d;
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+ if (e.r > 0.0) {
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+ d.xz = SMAASearchDiag1(texcoord, vec2(-1.0, 1.0)/*, cdw_end*/);
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+ float dadd = cdw_end.y > 0.9 ? 1.0 : 0.0;
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+ d.x += dadd;
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+ }
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+ else {
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+ d.xz = vec2(0.0, 0.0);
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+ }
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+ d.yw = SMAASearchDiag1(texcoord, vec2(1.0, -1.0)/*, cdw_end*/);
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+
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+ //SMAA_BRANCH
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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), screenSizeInvLocal.xyxy, texcoord.xyxy);
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+ vec4 c;
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+
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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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+
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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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+
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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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+ float a1condx = step(0.9, d.z);
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+ float a1condy = step(0.9, d.w);
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+ if (a1condx == 1.0) cc.x = 0.0;
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+ if (a1condy == 1.0) cc.y = 0.0;
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+
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+ // Fetch the areas for this line:
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+ weights += SMAAAreaDiag(d.xy, cc, subsampleIndices.z);
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+ }
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+
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+ // Search for the line ends:
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+ d.xz = SMAASearchDiag2(texcoord, vec2(-1.0, -1.0)/*, cdw_end*/);
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+ if (SMAASampleLevelZeroOffset(edgesTex, texcoord, ivec2(1, 0)).r > 0.0) {
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+ d.yw = SMAASearchDiag2(texcoord, vec2(1.0, 1.0)/*, cdw_end*/);
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+ float dadd = cdw_end.y > 0.9 ? 1.0 : 0.0;
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+ d.y += dadd;
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+ }
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+ else {
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+ d.yw = vec2(0.0, 0.0);
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+ }
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+
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+ // SMAA_BRANCH
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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), screenSizeInvLocal.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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+
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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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+ float a1condx = step(0.9, d.z);
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+ float a1condy = step(0.9, d.w);
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+ if (a1condx == 1.0) cc.x = 0.0;
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+ if (a1condy == 1.0) cc.y = 0.0;
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+
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+ // Fetch the areas for this line:
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+ weights += SMAAAreaDiag(d.xy, cc, subsampleIndices.w).gr;
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+ }
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+
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+ return weights;
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+}
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+// #endif
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+
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+//-----------------------------------------------------------------------------
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+// Horizontal/Vertical Search Functions
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+
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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(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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+
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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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+
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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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+
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+ vec2 coord = mad(scale, e, bias);
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+
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+ // Lookup the search texture:
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+ return SMAA_SEARCHTEX_SELECT(textureLod(searchTex, coord, 0.0));
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+}
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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(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 = textureLodA(edgesTex, texcoord, 0.0).rg;
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+ texcoord = mad(-vec2(2.0, 0.0), screenSizeInvLocal.xy, texcoord);
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+ }
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+
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+ float offset = mad(-(255.0 / 127.0), SMAASearchLength(e, 0.0), 3.25);
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+ return mad(screenSizeInvLocal.x, offset, texcoord.x);
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+}
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+
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+float SMAASearchXRight(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 = textureLodA(edgesTex, texcoord, 0.0).rg;
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+ texcoord = mad(vec2(2.0, 0.0), screenSizeInvLocal.xy, texcoord);
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+ }
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+
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+ float offset = mad(-(255.0 / 127.0), SMAASearchLength(e, 0.5), 3.25);
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+ return mad(-screenSizeInvLocal.x, offset, texcoord.x);
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+}
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+
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+float SMAASearchYUp(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 = textureLodA(edgesTex, texcoord, 0.0).rg;
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+ texcoord = mad(-vec2(0.0, 2.0), screenSizeInvLocal.xy, texcoord);
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+ }
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+ float offset = mad(-(255.0 / 127.0), SMAASearchLength(e.gr, 0.0), 3.25);
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+ return mad(screenSizeInvLocal.y, offset, texcoord.y);
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+}
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+
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+float SMAASearchYDown(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 = textureLodA(edgesTex, texcoord, 0.0).rg;
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+ texcoord = mad(vec2(0.0, 2.0), screenSizeInvLocal.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(-screenSizeInvLocal.y, offset, texcoord.y);
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+}
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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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|
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|
+vec2 SMAAArea(vec2 dist, float e1, float e2, float offset) {
|
|
|
|
+ // Rounding prevents precision errors of bilinear filtering:
|
|
|
|
+ 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:
|
|
|
|
+ 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:
|
|
|
|
+ texcoord.y = mad(SMAA_AREATEX_SUBTEX_SIZE, offset, texcoord.y);
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+
|
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|
|
+ // Do it!
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|
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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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|
+//-----------------------------------------------------------------------------
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|
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|
+// Corner Detection Functions
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|
|
|
+
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|
|
|
+vec2 SMAADetectHorizontalCornerPattern(vec2 weights, vec4 texcoord, vec2 d) {
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|
|
|
+ // #if !defined(SMAA_DISABLE_CORNER_DETECTION)
|
|
|
|
+ vec2 leftRight = step(d.xy, d.yx);
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|
|
+ vec2 rounding = (1.0 - SMAA_CORNER_ROUNDING_NORM) * leftRight;
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|
|
+
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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;
|
|
|
|
+ factor.x -= rounding.y * SMAASampleLevelZeroOffset(edgesTex, texcoord.zw, ivec2(1, 1)).r;
|
|
|
|
+ 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;
|
|
|
|
+
|
|
|
|
+ weights *= saturate(factor);
|
|
|
|
+ return weights; //
|
|
|
|
+ // #endif
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+vec2 SMAADetectVerticalCornerPattern(vec2 weights, vec4 texcoord, vec2 d) {
|
|
|
|
+ //#if !defined(SMAA_DISABLE_CORNER_DETECTION)
|
|
|
|
+ vec2 leftRight = step(d.xy, d.yx);
|
|
|
|
+ vec2 rounding = (1.0 - SMAA_CORNER_ROUNDING_NORM) * leftRight;
|
|
|
|
+
|
|
|
|
+ rounding /= leftRight.x + leftRight.y;
|
|
|
|
+
|
|
|
|
+ vec2 factor = vec2(1.0, 1.0);
|
|
|
|
+ factor.x -= rounding.x * SMAASampleLevelZeroOffset(edgesTex, texcoord.xy, ivec2( 1, 0)).g;
|
|
|
|
+ factor.x -= rounding.y * SMAASampleLevelZeroOffset(edgesTex, texcoord.zw, ivec2( 1, 1)).g;
|
|
|
|
+ factor.y -= rounding.x * SMAASampleLevelZeroOffset(edgesTex, texcoord.xy, ivec2(-2, 0)).g;
|
|
|
|
+ factor.y -= rounding.y * SMAASampleLevelZeroOffset(edgesTex, texcoord.zw, ivec2(-2, 1)).g;
|
|
|
|
+
|
|
|
|
+ weights *= saturate(factor);
|
|
|
|
+ return weights; //
|
|
|
|
+ // #endif
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+
|
|
|
|
+vec4 SMAABlendingWeightCalculationPS(vec2 texcoord, vec2 pixcoord,
|
|
|
|
+ vec4 subsampleIndices) { // Just pass zero for SMAA 1x, see @SUBSAMPLE_INDICES.
|
|
|
|
+ vec4 weights = vec4(0.0, 0.0, 0.0, 0.0);
|
|
|
|
+
|
|
|
|
+ vec2 e = textureLodA(edgesTex, texcoord, 0.0).rg;
|
|
|
|
+
|
|
|
|
+ //SMAA_BRANCH
|
|
|
|
+ if (e.g > 0.0) { // Edge at north
|
|
|
|
+ //#if !defined(SMAA_DISABLE_DIAG_DETECTION)
|
|
|
|
+ // Diagonals have both north and west edges, so searching for them in
|
|
|
|
+ // one of the boundaries is enough.
|
|
|
|
+ weights.rg = SMAACalculateDiagWeights(texcoord, e, subsampleIndices);
|
|
|
|
+
|
|
|
|
+ // We give priority to diagonals, so if we find a diagonal we skip
|
|
|
|
+ // horizontal/vertical processing.
|
|
|
|
+ //SMAA_BRANCH
|
|
|
|
+ if (weights.r == -weights.g) { // weights.r + weights.g == 0.0
|
|
|
|
+ //#endif
|
|
|
|
+
|
|
|
|
+ vec2 d;
|
|
|
|
+
|
|
|
|
+ // Find the distance to the left:
|
|
|
|
+ vec3 coords;
|
|
|
|
+ coords.x = SMAASearchXLeft(offset0.xy, offset2.x);
|
|
|
|
+ coords.y = offset1.y; // offset[1].y = texcoord.y - 0.25 * screenSizeInv.y (@CROSSING_OFFSET)
|
|
|
|
+ d.x = coords.x;
|
|
|
|
+
|
|
|
|
+ // Now fetch the left crossing edges, two at a time using bilinear
|
|
|
|
+ // filtering. Sampling at -0.25 (see @CROSSING_OFFSET) enables to
|
|
|
|
+ // discern what value each edge has:
|
|
|
|
+ float e1 = textureLodA(edgesTex, coords.xy, 0.0).r;
|
|
|
|
+
|
|
|
|
+ // Find the distance to the right:
|
|
|
|
+ coords.z = SMAASearchXRight(offset0.zw, offset2.y);
|
|
|
|
+ d.y = coords.z;
|
|
|
|
+
|
|
|
|
+ // We want the distances to be in pixel units (doing this here allow to
|
|
|
|
+ // better interleave arithmetic and memory accesses):
|
|
|
|
+ d = abs(round(mad(screenSizeLocal.xx, d, -pixcoord.xx)));
|
|
|
|
+
|
|
|
|
+ // SMAAArea below needs a sqrt, as the areas texture is compressed
|
|
|
|
+ // quadratically:
|
|
|
|
+ vec2 sqrt_d = sqrt(d);
|
|
|
|
+
|
|
|
|
+ // Fetch the right crossing edges:
|
|
|
|
+ float e2 = SMAASampleLevelZeroOffset(edgesTex, coords.zy, ivec2(1, 0)).r;
|
|
|
|
+
|
|
|
|
+ // Ok, we know how this pattern looks like, now it is time for getting
|
|
|
|
+ // the actual area:
|
|
|
|
+ weights.rg = SMAAArea(sqrt_d, e1, e2, subsampleIndices.y);
|
|
|
|
+
|
|
|
|
+ // Fix corners:
|
|
|
|
+ coords.y = texcoord.y;
|
|
|
|
+ weights.rg = SMAADetectHorizontalCornerPattern(weights.rg, coords.xyzy, d);
|
|
|
|
+
|
|
|
|
+ //#if !defined(SMAA_DISABLE_DIAG_DETECTION)
|
|
|
|
+ }
|
|
|
|
+ else {
|
|
|
|
+ e.r = 0.0; // Skip vertical processing.
|
|
|
|
+ }
|
|
|
|
+ //#endif
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ //SMAA_BRANCH
|
|
|
|
+ if (e.r > 0.0) { // Edge at west
|
|
|
|
+ vec2 d;
|
|
|
|
+
|
|
|
|
+ // Find the distance to the top:
|
|
|
|
+ vec3 coords;
|
|
|
|
+ coords.y = SMAASearchYUp(/*edgesTex, searchTex,*/ offset1.xy, offset2.z);
|
|
|
|
+ coords.x = offset0.x; // offset[1].x = texcoord.x - 0.25 * screenSizeInv.x;
|
|
|
|
+ d.x = coords.y;
|
|
|
|
+
|
|
|
|
+ // Fetch the top crossing edges:
|
|
|
|
+ float e1 = textureLodA(edgesTex, coords.xy, 0.0).g;
|
|
|
|
+
|
|
|
|
+ // Find the distance to the bottom:
|
|
|
|
+ coords.z = SMAASearchYDown(offset1.zw, offset2.w);
|
|
|
|
+ d.y = coords.z;
|
|
|
|
+
|
|
|
|
+ // We want the distances to be in pixel units:
|
|
|
|
+ d = abs(round(mad(screenSizeLocal.yy, d, -pixcoord.yy)));
|
|
|
|
+
|
|
|
|
+ // SMAAArea below needs a sqrt, as the areas texture is compressed
|
|
|
|
+ // quadratically:
|
|
|
|
+ vec2 sqrt_d = sqrt(d);
|
|
|
|
+
|
|
|
|
+ // Fetch the bottom crossing edges:
|
|
|
|
+ float e2 = SMAASampleLevelZeroOffset(edgesTex, coords.xz, ivec2(0, 1)).g;
|
|
|
|
+
|
|
|
|
+ // Get the area for this direction:
|
|
|
|
+ weights.ba = SMAAArea(sqrt_d, e1, e2, subsampleIndices.x);
|
|
|
|
+
|
|
|
|
+ // Fix corners:
|
|
|
|
+ coords.x = texcoord.x;
|
|
|
|
+ weights.ba = SMAADetectVerticalCornerPattern(weights.ba, coords.xyxz, d);
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ return weights;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+void main() {
|
|
|
|
+ screenSizeLocal = screenSize; // TODO: SPIRV workaround
|
|
|
|
+ screenSizeInvLocal = screenSizeInv; // TODO: SPIRV workaround
|
|
|
|
+ fragColor = SMAABlendingWeightCalculationPS(texCoord, pixcoord, vec4(0.0));
|
|
|
|
+}
|