645 lines
24 KiB
INI
645 lines
24 KiB
INI
// Copyright (C) 2011 Jorge Jimenez (jorge@iryoku.com)
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// Copyright (C) 2011 Belen Masia (bmasia@unizar.es)
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// Copyright (C) 2011 Jose I. Echevarria (joseignacioechevarria@gmail.com)
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// Copyright (C) 2011 Fernando Navarro (fernandn@microsoft.com)
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// Copyright (C) 2011 Diego Gutierrez (diegog@unizar.es)
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// All rights reserved.
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//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions are met:
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//
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// 1. Redistributions of source code must retain the above copyright notice,
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// this list of conditions and the following disclaimer.
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//
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// 2. Redistributions in binary form must reproduce the following disclaimer
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// in the documentation and/or other materials provided with the
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// distribution:
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//
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// "Uses SMAA. Copyright (C) 2011 by Jorge Jimenez, Jose I. Echevarria,
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// Belen Masia, Fernando Navarro and Diego Gutierrez."
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS ``AS
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// IS'' AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO,
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// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL COPYRIGHT HOLDERS OR CONTRIBUTORS
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// BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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// CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
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// SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
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// INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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// CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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// ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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// POSSIBILITY OF SUCH DAMAGE.
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//
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// The views and conclusions contained in the software and documentation are
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// those of the authors and should not be interpreted as representing official
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// policies, either expressed or implied, of the copyright holders.
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// _______ ___ ___ ___ ___
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// / || \/ | / \ / \
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// | (---- | \ / | / ^ \ / ^ \
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// \ \ | |\/| | / /_\ \ / /_\ \
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// ----) | | | | | / _____ \ / _____ \
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// |_______/ |__| |__| /__/ \__\ /__/ \__\
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//
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// E N H A N C E D
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// S U B P I X E L M O R P H O L O G I C A L A N T I A L I A S I N G
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//
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// http://www.iryoku.com/smaa/
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smaadefs = [
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#define SMAA_PRESET @smaapreset
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#if SMAA_PRESET == 1
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#define SMAA_THRESHOLD 0.1
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#define SMAA_MAX_SEARCH_STEPS 8
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#define SMAA_MAX_SEARCH_STEPS_DIAG 0
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#define SMAA_CORNER_ROUNDING 100
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#elif SMAA_PRESET == 2
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#define SMAA_THRESHOLD 0.1
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#define SMAA_MAX_SEARCH_STEPS 16
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#define SMAA_MAX_SEARCH_STEPS_DIAG 8
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#define SMAA_CORNER_ROUNDING 25
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#elif SMAA_PRESET == 3
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#define SMAA_THRESHOLD 0.05
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#define SMAA_MAX_SEARCH_STEPS 32
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#define SMAA_MAX_SEARCH_STEPS_DIAG 16
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#define SMAA_CORNER_ROUNDING 25
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#else
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#define SMAA_THRESHOLD 0.15
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#define SMAA_MAX_SEARCH_STEPS 4
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#define SMAA_MAX_SEARCH_STEPS_DIAG 0
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#define SMAA_CORNER_ROUNDING 100
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#endif
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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_WIDTH 160
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#define SMAA_AREATEX_HEIGHT 560
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#define SMAA_SEARCHTEX_WIDTH 66
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#define SMAA_SEARCHTEX_HEIGHT 33
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#define SMAA_AREATEX_SUBSAMPLES 80
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@(? (smaaopt "g") [
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#define SMAA_LUMA(color) (color.g)
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] [
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#define SMAA_LUMA(color) (color.a)
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])
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@(? (smaaopt "a") [
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#define SMAA_AREA(vals) (vals.ra)
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] [
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#define SMAA_AREA(vals) (vals.rg)
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])
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@(cond [smaaopt "m"] [result [
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#define SMAA_AREA_OFFSET(texcoord, offset, mask) texcoord.y += mask*offset*float(SMAA_AREATEX_SUBSAMPLES)
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]] [|| (smaaopt "t") [smaaopt "s"]] [result [
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#define SMAA_AREA_OFFSET(texcoord, offset, mask) texcoord.y += offset*float(SMAA_AREATEX_SUBSAMPLES)
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]] [result [
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#define SMAA_AREA_OFFSET(texcoord, offset, mask)
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]])
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]
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shader 0 [SMAALumaEdgeDetection@smaapreset@smaaopts] [
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attribute vec4 vvertex;
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attribute vec2 vtexcoord0;
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varying vec2 texcoord0, texcoord1, texcoord2, texcoord3, texcoord4, texcoord5, texcoord6;
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void main(void)
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{
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gl_Position = vvertex;
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texcoord0 = vtexcoord0;
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texcoord1 = vtexcoord0 + vec2(-1.0, 0.0);
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texcoord2 = vtexcoord0 + vec2( 0.0, -1.0);
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texcoord3 = vtexcoord0 + vec2( 1.0, 0.0);
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texcoord4 = vtexcoord0 + vec2( 0.0, 1.0);
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texcoord5 = vtexcoord0 + vec2(-2.0, 0.0);
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texcoord6 = vtexcoord0 + vec2( 0.0, -2.0);
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}
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] [
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@smaadefs
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uniform sampler2DRect tex0;
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varying vec2 texcoord0, texcoord1, texcoord2, texcoord3, texcoord4, texcoord5, texcoord6;
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fragdata(0, fragcolor, vec4)
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void main(void)
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{
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// Calculate lumas:
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float L = SMAA_LUMA(texture2DRect(tex0, texcoord0));
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float Lleft = SMAA_LUMA(texture2DRect(tex0, texcoord1));
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float Ltop = SMAA_LUMA(texture2DRect(tex0, texcoord2));
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// We do the usual threshold:
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vec4 delta;
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delta.xy = abs(L - vec2(Lleft, Ltop));
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vec2 edges = step(SMAA_THRESHOLD, delta.xy);
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// Then discard if there is no edge:
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@(? (smaaopt "d") [
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if (dot(edges.xy, vec2(1.0)) == 0.0) discard;
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] [
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if (dot(edges.xy, vec2(1.0)) > 0.0)
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])
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{
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// Calculate right and bottom deltas:
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float Lright = SMAA_LUMA(texture2DRect(tex0, texcoord3));
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float Lbottom = SMAA_LUMA(texture2DRect(tex0, texcoord4));
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delta.zw = abs(L - vec2(Lright, Lbottom));
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// Calculate the maximum delta in the direct neighborhood:
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vec2 maxDelta = max(delta.xy, delta.zw);
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maxDelta = max(maxDelta.xx, maxDelta.yy);
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// Calculate left-left and top-top deltas:
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float Lleftleft = SMAA_LUMA(texture2DRect(tex0, texcoord5));
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float Ltoptop = SMAA_LUMA(texture2DRect(tex0, texcoord6));
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delta.zw = abs(vec2(Lleft, Ltop) - vec2(Lleftleft, Ltoptop));
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// Calculate the final maximum delta:
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maxDelta = max(maxDelta.xy, delta.zw);
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/**
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* Each edge with a delta in luma of less than 50% of the maximum luma
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* surrounding this pixel is discarded. This allows to eliminate spurious
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* crossing edges, and is based on the fact that, if there is too much
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* contrast in a direction, that will hide contrast in the other
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* neighbors.
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* This is done after the discard intentionally as this situation doesn't
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* happen too frequently (but it's important to do as it prevents some
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* edges from going undetected).
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*/
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edges.xy *= step(0.5 * maxDelta, delta.xy);
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}
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fragcolor = vec4(edges, 0.0, 0.0);
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}
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]
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shader 0 [SMAAColorEdgeDetection@smaapreset@smaaopts] [
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attribute vec4 vvertex;
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attribute vec2 vtexcoord0;
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varying vec2 texcoord0, texcoord1, texcoord2, texcoord3, texcoord4, texcoord5, texcoord6;
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void main(void)
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{
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gl_Position = vvertex;
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texcoord0 = vtexcoord0;
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texcoord1 = vtexcoord0 + vec2(-1.0, 0.0);
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texcoord2 = vtexcoord0 + vec2( 0.0, -1.0);
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texcoord3 = vtexcoord0 + vec2( 1.0, 0.0);
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texcoord4 = vtexcoord0 + vec2( 0.0, 1.0);
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texcoord5 = vtexcoord0 + vec2(-2.0, 0.0);
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texcoord6 = vtexcoord0 + vec2( 0.0, -2.0);
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}
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] [
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@smaadefs
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uniform sampler2DRect tex0;
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varying vec2 texcoord0, texcoord1, texcoord2, texcoord3, texcoord4, texcoord5, texcoord6;
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fragdata(0, fragcolor, vec4)
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void main(void)
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{
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// Calculate color deltas:
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vec2 delta;
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vec3 C = texture2DRect(tex0, texcoord0).rgb;
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vec3 Cleft = abs(C - texture2DRect(tex0, texcoord1).rgb);
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delta.x = max(max(Cleft.r, Cleft.g), Cleft.b);
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vec3 Ctop = abs(C - texture2DRect(tex0, texcoord2).rgb);
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delta.y = max(max(Ctop.r, Ctop.g), Ctop.b);
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// We do the usual threshold:
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vec2 edges = step(SMAA_THRESHOLD, delta);
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// Then discard if there is no edge:
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@(? (smaaopt "d") [
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if (dot(edges.xy, vec2(1.0)) == 0.0) discard;
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] [
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if (dot(edges.xy, vec2(1.0)) > 0.0)
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])
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{
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// Calculate right and bottom deltas:
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vec3 Cright = abs(C - texture2DRect(tex0, texcoord3).rgb);
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vec3 Cbottom = abs(C - texture2DRect(tex0, texcoord4).rgb);
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// Calculate left-left and top-top deltas:
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vec3 Cleftleft = abs(C - texture2DRect(tex0, texcoord5).rgb);
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vec3 Ctoptop = abs(C - texture2DRect(tex0, texcoord6).rgb);
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// Calculate the maximum delta in the direct neighborhood:
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vec3 t = max(max(Cright, Cbottom), max(Cleftleft, Ctoptop));
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// Calculate the final maximum delta:
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float maxDelta = max(max(delta.x, delta.y), max(max(t.r, t.g), t.b));
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// Local contrast adaptation in action:
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edges.xy *= step(0.5 * maxDelta, delta.xy);
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}
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fragcolor = vec4(edges, 0.0, 0.0);
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}
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]
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shader 0 [SMAABlendingWeightCalculation@smaapreset@smaaopts] [
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@smaadefs
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attribute vec4 vvertex;
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attribute vec2 vtexcoord0;
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varying vec2 texcoord0, texcoord1, texcoord2, texcoord3, texcoord4;
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@(? (smaaopt "m") [attribute vec2 vtexcoord1; varying vec2 texcoord5;])
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void main(void)
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{
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gl_Position = vvertex;
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texcoord0 = vtexcoord0;
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// We will use these offsets for the searches later on (see PSEUDO_GATHER4):
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texcoord1 = vtexcoord0 + vec2( -0.25, -0.125);
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texcoord2 = vtexcoord0 + vec2( 1.25, -0.125);
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texcoord3 = vtexcoord0 + vec2(-0.125, -0.25);
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texcoord4 = vtexcoord0 + vec2(-0.125, 1.25);
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@(? (smaaopt "m") [
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texcoord5 = vtexcoord1;
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])
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}
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] [
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@smaadefs
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varying vec2 texcoord0, texcoord1, texcoord2, texcoord3, texcoord4;
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@(? (smaaopt "m") [varying vec2 texcoord5;])
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uniform sampler2DRect tex0, tex1, tex2;
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@(? (smaaopt "m") [uniform sampler2DRect tex3;])
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uniform vec4 subsamples;
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fragdata(0, fragcolor, vec4)
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//-----------------------------------------------------------------------------
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// Diagonal Search Functions
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#if SMAA_MAX_SEARCH_STEPS_DIAG > 0
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/**
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* These functions allows to perform diagonal pattern searches.
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*/
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float SMAASearchDiag1(vec2 texcoord, vec2 dir, float c) {
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texcoord += dir;
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vec2 e = vec2(0.0);
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float i;
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for (i = 0.0; i < float(SMAA_MAX_SEARCH_STEPS_DIAG); i++) {
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e.rg = texture2DRect(tex0, texcoord).rg;
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if (dot(e, vec2(1.0)) < 1.9) break;
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texcoord += dir;
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}
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return i + float(e.g > 0.9) * c;
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}
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float SMAASearchDiag2(vec2 texcoord, vec2 dir, float c) {
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texcoord += dir;
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vec2 e = vec2(0.0);
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float i;
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for (i = 0.0; i < float(SMAA_MAX_SEARCH_STEPS_DIAG); i++) {
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e.g = texture2DRect(tex0, texcoord).g;
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e.r = texture2DRect(tex0, texcoord + vec2(1.0, 0.0)).r;
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if (dot(e, vec2(1.0)) < 1.9) break;
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texcoord += dir;
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}
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return i + float(e.g > 0.9) * c;
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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, float mask) {
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vec2 texcoord = float(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 = texcoord + 0.5;
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// Diagonal areas are on the second half of the texture:
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texcoord.x += 0.5*float(SMAA_AREATEX_WIDTH);
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// Move to proper place, according to the subpixel offset:
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SMAA_AREA_OFFSET(texcoord, offset, mask);
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return SMAA_AREA(texture2DRect(tex1, texcoord));
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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, float mask) {
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vec2 weights = vec2(0.0);
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vec2 d;
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d.x = e.r > 0.0? SMAASearchDiag1(texcoord, vec2(-1.0, 1.0), 1.0) : 0.0;
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d.y = SMAASearchDiag1(texcoord, vec2(1.0, -1.0), 0.0);
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if (d.r + d.g > 2.0) { // d.r + d.g + 1 > 3
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vec4 coords = vec4(-d.r, d.r, d.g, -d.g) + texcoord.xyxy;
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vec4 c;
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c.x = texture2DRect(tex0, coords.xy + vec2(-1.0, 0.0)).g;
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c.y = texture2DRect(tex0, coords.xy + vec2( 0.0, 0.0)).r;
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c.z = texture2DRect(tex0, coords.zw + vec2( 1.0, 0.0)).g;
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c.w = texture2DRect(tex0, coords.zw + vec2( 1.0, -1.0)).r;
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vec2 e = 2.0 * c.xz + c.yw;
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e *= step(d.rg, vec2(float(SMAA_MAX_SEARCH_STEPS_DIAG) - 1.0));
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weights += SMAAAreaDiag(d, e, subsamples.z, mask);
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}
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d.x = SMAASearchDiag2(texcoord, vec2(-1.0, -1.0), 0.0);
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float right = texture2DRect(tex0, texcoord + vec2(1.0, 0.0)).r;
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d.y = right > 0.0? SMAASearchDiag2(texcoord, vec2(1.0, 1.0), 1.0) : 0.0;
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if (d.r + d.g > 2.0) { // d.r + d.g + 1 > 3
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vec4 coords = vec4(-d.r, -d.r, d.g, d.g) + texcoord.xyxy;
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vec4 c;
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c.x = texture2DRect(tex0, coords.xy + vec2(-1.0, 0.0)).g;
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c.y = texture2DRect(tex0, coords.xy + vec2( 0.0, -1.0)).r;
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c.zw = texture2DRect(tex0, coords.zw + vec2( 1.0, 0.0)).gr;
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vec2 e = 2.0 * c.xz + c.yw;
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e *= step(d.rg, vec2(float(SMAA_MAX_SEARCH_STEPS_DIAG) - 1.0));
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weights += SMAAAreaDiag(d, e, subsamples.w, mask).gr;
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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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// 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(vec2 e, float bias, float scale) {
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e.r = bias + e.r * scale;
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return 255.0 * texture2DRect(tex2, e*vec2(float(SMAA_SEARCHTEX_WIDTH), float(SMAA_SEARCHTEX_HEIGHT))).r;
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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) {
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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 = texture2DRect(tex0, texcoord).rg;
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for(int i = 1; i < SMAA_MAX_SEARCH_STEPS; i++) {
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if(e.g <= 0.8281 || e.r > 0.0) break; // Is there some edge not activated or a crossing edge that breaks the line?
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texcoord.x -= 2.0;
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e = texture2DRect(tex0, texcoord).rg;
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}
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// We correct the previous (-0.25, -0.125) offset we applied:
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// The searches are bias by 1, so adjust the coords accordingly:
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// Disambiguate the length added by the last step:
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return texcoord.x + (0.25 + 1.0) - SMAASearchLength(e, 0.0, 0.5);
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}
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float SMAASearchXRight(vec2 texcoord) {
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vec2 e = texture2DRect(tex0, texcoord).rg;
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for(int i = 1; i < SMAA_MAX_SEARCH_STEPS; i++) {
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if(e.g <= 0.8281 || e.r > 0.0) break; // Is there some edge not activated or a crossing edge that breaks the line?
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texcoord.x += 2.0;
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e = texture2DRect(tex0, texcoord).rg;
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}
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return texcoord.x - (0.25 + 1.0) + SMAASearchLength(e, 0.5, 0.5);
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}
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float SMAASearchYUp(vec2 texcoord) {
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vec2 e = texture2DRect(tex0, texcoord).rg;
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for(int i = 1; i < SMAA_MAX_SEARCH_STEPS; i++) {
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if(e.r <= 0.8281 || e.g > 0.0) break; // Is there some edge not activated or a crossing edge that breaks the line?
|
|
texcoord.y -= 2.0;
|
|
e = texture2DRect(tex0, texcoord).rg;
|
|
}
|
|
return texcoord.y + (0.25 + 1.0) - SMAASearchLength(e.gr, 0.0, 0.5);
|
|
}
|
|
|
|
float SMAASearchYDown(vec2 texcoord) {
|
|
vec2 e = texture2DRect(tex0, texcoord).rg;
|
|
for(int i = 1; i < SMAA_MAX_SEARCH_STEPS; i++) {
|
|
if(e.r <= 0.8281 || e.g > 0.0) break; // Is there some edge not activated or a crossing edge that breaks the line?
|
|
texcoord.y += 2.0;
|
|
e = texture2DRect(tex0, texcoord).rg;
|
|
}
|
|
return texcoord.y - (0.25 + 1.0) + SMAASearchLength(e.gr, 0.5, 0.5);
|
|
}
|
|
|
|
/**
|
|
* Ok, we have the distance and both crossing edges. So, what are the areas
|
|
* at each side of current edge?
|
|
*/
|
|
vec2 SMAAArea(vec2 dist, float e1, float e2, float offset, float mask) {
|
|
// Rounding prevents precision errors of bilinear filtering:
|
|
vec2 texcoord = float(SMAA_AREATEX_MAX_DISTANCE) * floor(4.0 * vec2(e1, e2) + 0.5) + dist;
|
|
|
|
// We do a scale and bias for mapping to texel space:
|
|
texcoord = texcoord + 0.5;
|
|
|
|
// Move to proper place, according to the subpixel offset:
|
|
SMAA_AREA_OFFSET(texcoord, offset, mask);
|
|
|
|
return SMAA_AREA(texture2DRect(tex1, texcoord));
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Corner Detection Functions
|
|
|
|
#if SMAA_CORNER_ROUNDING < 100
|
|
|
|
vec2 SMAADetectHorizontalCornerPattern(vec2 texcoord, vec2 d) {
|
|
texcoord.x += abs(d.x) < abs(d.y) ? d.x : d.y + 1.0;
|
|
vec2 e;
|
|
e.r = texture2DRect(tex0, texcoord + vec2(0.0, 1.0)).r;
|
|
e.g = texture2DRect(tex0, texcoord + vec2(0.0, -2.0)).r;
|
|
return clamp(float(SMAA_CORNER_ROUNDING) / 100.0 + 1.0 - e, 0.0, 1.0);
|
|
}
|
|
|
|
vec2 SMAADetectVerticalCornerPattern(vec2 texcoord, vec2 d) {
|
|
texcoord.y += abs(d.x) < abs(d.y) ? d.x : d.y + 1.0;
|
|
vec2 e;
|
|
e.r = texture2DRect(tex0, texcoord + vec2( 1.0, 0.0)).g;
|
|
e.g = texture2DRect(tex0, texcoord + vec2(-2.0, 0.0)).g;
|
|
return clamp(float(SMAA_CORNER_ROUNDING) / 100.0 + 1.0 - e, 0.0, 1.0);
|
|
}
|
|
|
|
#endif
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Blending Weight Calculation Pixel Shader (Second Pass)
|
|
|
|
void main(void)
|
|
{
|
|
vec4 weights = vec4(0.0, 0.0, 0.0, 0.0);
|
|
|
|
vec2 e = texture2DRect(tex0, texcoord0).rg;
|
|
|
|
@(? (smaaopt "m") [
|
|
float mask = step(texture2DRect(tex3, texcoord5).r, 0.25*0.25); // inverted mask, 0 means moving, 1 means static
|
|
] [
|
|
#define mask 1.0
|
|
])
|
|
|
|
if (e.g > 0.0) { // Edge at north
|
|
#if SMAA_MAX_SEARCH_STEPS_DIAG > 0
|
|
// Diagonals have both north and west edges, so searching for them in
|
|
// one of the boundaries is enough.
|
|
weights.rg = SMAACalculateDiagWeights(texcoord0, e.rg, mask);
|
|
|
|
// We give priority to diagonals, so if we find a diagonal we skip
|
|
// horizontal/vertical processing.
|
|
if (dot(weights.rg, vec2(1.0)) == 0.0) {
|
|
#endif
|
|
|
|
vec2 d;
|
|
|
|
// Find the distance to the left:
|
|
vec2 coords;
|
|
coords.x = SMAASearchXLeft(texcoord1);
|
|
coords.y = texcoord3.y; // texcoord3.y = texcoord0.y - 0.25 (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 = texture2DRect(tex0, coords).r;
|
|
|
|
// Find the distance to the right:
|
|
coords.x = SMAASearchXRight(texcoord2);
|
|
d.y = coords.x;
|
|
|
|
// We want the distances to be in pixel units (doing this here allow to
|
|
// better interleave arithmetic and memory accesses):
|
|
d = d - texcoord0.x;
|
|
|
|
// SMAAArea below needs a sqrt, as the areas texture is compressed
|
|
// quadratically:
|
|
vec2 sqrt_d = sqrt(abs(d));
|
|
|
|
// Fetch the right crossing edges:
|
|
float e2 = texture2DRect(tex0, coords + vec2(1.0, 0.0)).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, subsamples.y, mask);
|
|
|
|
#if SMAA_CORNER_ROUNDING < 100
|
|
// Fix corners:
|
|
weights.rg *= SMAADetectHorizontalCornerPattern(texcoord0, d);
|
|
#endif
|
|
|
|
#if SMAA_MAX_SEARCH_STEPS_DIAG > 0
|
|
} else
|
|
e.r = 0.0; // Skip vertical processing.
|
|
#endif
|
|
}
|
|
|
|
if (e.r > 0.0) { // Edge at west
|
|
vec2 d;
|
|
|
|
// Find the distance to the top:
|
|
vec2 coords;
|
|
coords.y = SMAASearchYUp(texcoord3);
|
|
coords.x = texcoord1.x; // texcoord1.x = texcoord0.x - 0.25;
|
|
d.x = coords.y;
|
|
|
|
// Fetch the top crossing edges:
|
|
float e1 = texture2DRect(tex0, coords).g;
|
|
|
|
// Find the distance to the bottom:
|
|
coords.y = SMAASearchYDown(texcoord4);
|
|
d.y = coords.y;
|
|
|
|
// We want the distances to be in pixel units:
|
|
d = d - texcoord0.y;
|
|
|
|
// SMAAArea below needs a sqrt, as the areas texture is compressed
|
|
// quadratically:
|
|
vec2 sqrt_d = sqrt(abs(d));
|
|
|
|
// Fetch the bottom crossing edges:
|
|
float e2 = texture2DRect(tex0, coords + vec2(0.0, 1.0)).g;
|
|
|
|
// Get the area for this direction:
|
|
weights.ba = SMAAArea(sqrt_d, e1, e2, subsamples.x, mask);
|
|
|
|
#if SMAA_CORNER_ROUNDING < 100
|
|
// Fix corners:
|
|
weights.ba *= SMAADetectVerticalCornerPattern(texcoord0, d);
|
|
#endif
|
|
}
|
|
|
|
fragcolor = weights;
|
|
}
|
|
]
|
|
|
|
shader 0 [SMAANeighborhoodBlending@smaapreset@smaaopts] [
|
|
attribute vec4 vvertex;
|
|
attribute vec2 vtexcoord0;
|
|
varying vec2 texcoord0, texcoord1, texcoord2;
|
|
|
|
void main(void)
|
|
{
|
|
gl_Position = vvertex;
|
|
texcoord0 = vtexcoord0;
|
|
texcoord1 = vtexcoord0 + vec2(0.0, 1.0);
|
|
texcoord2 = vtexcoord0 + vec2(1.0, 0.0);
|
|
}
|
|
] [
|
|
@smaadefs
|
|
varying vec2 texcoord0, texcoord1, texcoord2;
|
|
uniform sampler2DRect tex0, tex1;
|
|
@(? (smaaopt "s") [uniform sampler2DRect tex2, tex3;])
|
|
fragdata(0, fragcolor, vec4)
|
|
|
|
// Neighborhood Blending Pixel Shader (Third Pass)
|
|
|
|
void main(void)
|
|
{
|
|
// Fetch the blending weights for current pixel:
|
|
vec4 a;
|
|
a.xz = texture2DRect(tex1, texcoord0).xz;
|
|
a.y = texture2DRect(tex1, texcoord1).g;
|
|
a.w = texture2DRect(tex1, texcoord2).a;
|
|
|
|
// Up to 4 lines can be crossing a pixel (one through each edge). We
|
|
// favor blending by choosing the line with the maximum weight for each
|
|
// direction:
|
|
vec2 offset;
|
|
offset.x = a.a > a.b? a.a : -a.b; // left vs. right
|
|
offset.y = a.g > a.r? a.g : -a.r; // top vs. bottom
|
|
|
|
// Then we go in the direction that has the maximum weight:
|
|
if (abs(offset.x) > abs(offset.y)) // horizontal vs. vertical
|
|
offset.y = 0.0;
|
|
else
|
|
offset.x = 0.0;
|
|
|
|
// We exploit bilinear filtering to mix current pixel with the chosen
|
|
// neighbor:
|
|
fragcolor = texture2DRect(tex0, texcoord0 + offset);
|
|
|
|
@(? (smaaopt "s") [
|
|
a.xz = texture2DRect(tex3, texcoord0).xz;
|
|
a.y = texture2DRect(tex3, texcoord1).g;
|
|
a.w = texture2DRect(tex3, texcoord2).a;
|
|
offset.x = a.a > a.b? a.a : -a.b;
|
|
offset.y = a.g > a.r? a.g : -a.r;
|
|
if (abs(offset.x) > abs(offset.y))
|
|
offset.y = 0.0;
|
|
else
|
|
offset.x = 0.0;
|
|
fragcolor = 0.5*(fragcolor + texture2DRect(tex2, texcoord0 + offset));
|
|
])
|
|
}
|
|
]
|
|
|