forked from OctaForge/OctaCore
624 lines
23 KiB
INI
624 lines
23 KiB
INI
// 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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// / || \/ | / \ / \
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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_LOCAL_CONTRAST_ADAPTATION_FACTOR 2.0
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#define SMAA_CORNER_ROUNDING_NORM (float(SMAA_CORNER_ROUNDING) / 100.0)
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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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@(? (|| (smaaopt "t") [smaaopt "s"]) [
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#define SMAA_AREA_OFFSET(texcoord, offset) texcoord.y += offset*float(SMAA_AREATEX_SUBSAMPLES)
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] [
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#define SMAA_AREA_OFFSET(texcoord, offset)
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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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@(screentexcoord 0)
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varying vec2 texcoord0;
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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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}
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] [
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@smaadefs
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uniform sampler2DRect tex0;
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varying vec2 texcoord0;
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fragdata(0) vec4 fragcolor;
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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(texture2DRectOffset(tex0, texcoord0, ivec2(-1, 0)));
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float Ltop = SMAA_LUMA(texture2DRectOffset(tex0, texcoord0, ivec2(0, -1)));
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// We do the usual threshold:
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vec2 delta = abs(L - vec2(Lleft, Ltop));
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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 (edges.x + edges.y == 0.0) discard;
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else
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] [
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if (edges.x + edges.y > 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(texture2DRectOffset(tex0, texcoord0, ivec2(1, 0)));
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float Lbottom = SMAA_LUMA(texture2DRectOffset(tex0, texcoord0, ivec2(0, 1)));
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// Calculate the maximum delta in the direct neighborhood:
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vec2 maxDelta = max(delta, abs(L - vec2(Lright, Lbottom)));
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// Calculate left-left and top-top deltas:
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float Lleftleft = SMAA_LUMA(texture2DRectOffset(tex0, texcoord0, ivec2(-2, 0)));
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float Ltoptop = SMAA_LUMA(texture2DRectOffset(tex0, texcoord0, ivec2(0, -2)));
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// Calculate the final maximum delta:
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maxDelta = max(maxDelta, abs(vec2(Lleft, Ltop) - vec2(Lleftleft, Ltoptop)));
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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 *= step(max(maxDelta.x, maxDelta.y), SMAA_LOCAL_CONTRAST_ADAPTATION_FACTOR * delta);
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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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@(screentexcoord 0)
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varying vec2 texcoord0;
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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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}
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] [
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@smaadefs
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uniform sampler2DRect tex0;
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varying vec2 texcoord0;
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fragdata(0) vec4 fragcolor;
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void main(void)
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{
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// Calculate color deltas:
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vec3 C = texture2DRect(tex0, texcoord0).rgb;
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vec3 Cleft = abs(C - texture2DRectOffset(tex0, texcoord0, ivec2(-1, 0)).rgb);
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vec3 Ctop = abs(C - texture2DRectOffset(tex0, texcoord0, ivec2(0, -1)).rgb);
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vec2 delta;
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delta.x = max(max(Cleft.r, Cleft.g), Cleft.b);
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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 (edges.x + edges.y == 0.0) discard;
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else
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] [
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if (edges.x + edges.y > 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 - texture2DRectOffset(tex0, texcoord0, ivec2(1, 0)).rgb);
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vec3 Cbottom = abs(C - texture2DRectOffset(tex0, texcoord0, ivec2(0, 1)).rgb);
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// Calculate left-left and top-top deltas:
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vec3 Cleftleft = abs(C - texture2DRectOffset(tex0, texcoord0, ivec2(-2, 0)).rgb);
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vec3 Ctoptop = abs(C - texture2DRectOffset(tex0, texcoord0, ivec2(0, -2)).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 *= step(maxDelta, SMAA_LOCAL_CONTRAST_ADAPTATION_FACTOR * delta);
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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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@(screentexcoord 0)
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varying vec2 texcoord0, texcoord1, texcoord2, texcoord3, texcoord4, 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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texcoord5 = vtexcoord0 + vec2( 0.25, 0.0);
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}
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] [
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@smaadefs
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varying vec2 texcoord0, texcoord1, texcoord2, texcoord3, texcoord4, texcoord5;
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uniform sampler2DRect tex0, tex1, tex2;
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uniform vec4 subsamples;
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fragdata(0) vec4 fragcolor;
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#if __VERSION__ >= 130 || defined(GL_EXT_gpu_shader4)
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#define SMAARound(e) round(e)
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#else
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#define SMAARound(e) floor(e + 0.5)
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#endif
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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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* Allows to decode two binary values from a bilinear-filtered access.
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*/
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#define SMAADecodeDiagBilinearAccess(e) (e * abs(6.0 * e - 5.0))
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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 SMAASearchDiagRightUp(void) {
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vec2 e = texture2DRectOffset(tex0, texcoord0, ivec2(1, -1)).rg;
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vec2 texcoord = texcoord0 + vec2(1.0, -1.0);
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for (int i = 1; i < SMAA_MAX_SEARCH_STEPS_DIAG; i++) {
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if (e.x + e.y < 1.5) break;
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texcoord += vec2(1.0, -1.0);
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e = texture2DRect(tex0, texcoord).rg;
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}
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return (texcoord.x - texcoord0.x) - 1.0;
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}
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float SMAASearchDiagLeftDown(void) {
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vec2 e = texture2DRectOffset(tex0, texcoord0, ivec2(-1, 1)).rg;
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vec2 texcoord = texcoord0 + vec2(-1.0, 1.0);
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for (int i = 1; i < SMAA_MAX_SEARCH_STEPS_DIAG; i++) {
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if (e.x + e.y < 1.5) break;
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texcoord += vec2(-1.0, 1.0);
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e = texture2DRect(tex0, texcoord).rg;
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}
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return (texcoord0.x - texcoord.x) - 1.0 + SMAARound(e.y);
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}
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float SMAASearchDiagLeftUp(void) {
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vec2 e = texture2DRectOffset(tex0, texcoord5, ivec2(-1, -1)).rg;
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vec2 texcoord = texcoord5 + vec2(-1.0, -1.0);
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for (int i = 1; i < SMAA_MAX_SEARCH_STEPS_DIAG; i++) {
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if (SMAADecodeDiagBilinearAccess(e.x) + e.y < 1.5) break;
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texcoord += vec2(-1.0, -1.0);
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e = texture2DRect(tex0, texcoord).rg;
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}
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return (texcoord5.x - texcoord.x) - 1.0;
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}
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float SMAASearchDiagRightDown(void) {
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vec2 e = texture2DRectOffset(tex0, texcoord5, ivec2(1, 1)).rg;
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vec2 texcoord = texcoord5 + vec2(1.0, 1.0);
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for (int i = 1; i < SMAA_MAX_SEARCH_STEPS_DIAG; i++) {
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if (SMAADecodeDiagBilinearAccess(e.x) + e.y < 1.5) break;
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texcoord += vec2(1.0, 1.0);
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e = texture2DRect(tex0, texcoord).rg;
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}
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return (texcoord.x - texcoord5.x) - 1.0 + SMAARound(e.y);
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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 = 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);
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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 e) {
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vec2 weights = vec2(0.0);
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vec2 d;
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d.x = e.r > 0.5 ? SMAASearchDiagLeftDown() : 0.0;
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d.y = SMAASearchDiagRightUp();
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if (d.x + d.y > 2.0) { // d.x + d.y + 1 > 3
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vec4 coords = vec4(0.25 - d.x, d.x, d.y, -0.25 - d.y) + texcoord0.xyxy;
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vec4 c;
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c.xy = texture2DRectOffset(tex0, coords.xy, ivec2(-1, 0)).rg;
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c.zw = texture2DRectOffset(tex0, coords.zw, ivec2( 1, 0)).rg;
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c.xz = SMAADecodeDiagBilinearAccess(c.xz);
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c = SMAARound(c);
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vec2 e = 2.0 * c.yw + c.xz;
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e *= step(d, vec2(float(SMAA_MAX_SEARCH_STEPS_DIAG) - 0.5));
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weights += SMAAAreaDiag(d, e, subsamples.z);
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}
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d.x = SMAASearchDiagLeftUp();
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d.y = SMAADecodeDiagBilinearAccess(e.r) > 0.5 ? SMAASearchDiagRightDown() : 0.0;
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if (d.x + d.y > 2.0) { // d.x + d.y + 1 > 3
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vec4 coords = vec4(-d.xx, d.yy) + texcoord0.xyxy;
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vec4 c;
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c.x = texture2DRectOffset(tex0, coords.xy, ivec2(-1, 0)).g;
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c.y = texture2DRectOffset(tex0, coords.xy, ivec2( 0, -1)).r;
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c.zw = texture2DRectOffset(tex0, coords.zw, ivec2( 1, 0)).gr;
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vec2 e = 2.0 * c.xz + c.yw;
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e *= step(d, vec2(float(SMAA_MAX_SEARCH_STEPS_DIAG) - 0.5));
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weights += SMAAAreaDiag(d, e, subsamples.w).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(void) {
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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, texcoord1).rg;
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vec2 texcoord = texcoord1;
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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(void) {
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vec2 e = texture2DRect(tex0, texcoord2).rg;
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vec2 texcoord = texcoord2;
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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(void) {
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vec2 e = texture2DRect(tex0, texcoord3).rg;
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vec2 texcoord = texcoord3;
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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?
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texcoord.y -= 2.0;
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e = texture2DRect(tex0, texcoord).rg;
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}
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|
return texcoord.y + (0.25 + 1.0) - SMAASearchLength(e.gr, 0.0, 0.5);
|
|
}
|
|
|
|
float SMAASearchYDown(void) {
|
|
vec2 e = texture2DRect(tex0, texcoord4).rg;
|
|
vec2 texcoord = texcoord4;
|
|
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, vec2 e, float offset) {
|
|
// SMAAArea below needs a sqrt, as the areas texture is compressed
|
|
// quadratically:
|
|
// Rounding prevents precision errors of bilinear filtering:
|
|
vec2 texcoord = float(SMAA_AREATEX_MAX_DISTANCE) * SMAARound(4.0 * e) + sqrt(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);
|
|
|
|
return SMAA_AREA(texture2DRect(tex1, texcoord));
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Corner Detection Functions
|
|
|
|
#if SMAA_CORNER_ROUNDING < 100
|
|
|
|
vec2 SMAADetectHorizontalCornerPattern(vec3 coords, vec2 d) {
|
|
vec2 e;
|
|
if(d.x >= d.y) coords.x = coords.z + 1.0 - 0.5*step(d.x, d.y);
|
|
e.r = texture2DRectOffset(tex0, coords.xy, ivec2(0, 1)).r;
|
|
e.g = texture2DRectOffset(tex0, coords.xy, ivec2(0, -2)).r;
|
|
return clamp(1.0 - (1.0 - SMAA_CORNER_ROUNDING_NORM) * e, 0.0, 1.0);
|
|
}
|
|
|
|
vec2 SMAADetectVerticalCornerPattern(vec3 coords, vec2 d) {
|
|
vec2 e;
|
|
if(d.x >= d.y) coords.y = coords.z + 1.0 - 0.5*step(d.x, d.y);
|
|
e.r = texture2DRectOffset(tex0, coords.xy, ivec2( 1, 0)).g;
|
|
e.g = texture2DRectOffset(tex0, coords.xy, ivec2(-2, 0)).g;
|
|
return clamp(1.0 - (1.0 - SMAA_CORNER_ROUNDING_NORM) * e, 0.0, 1.0);
|
|
}
|
|
|
|
#endif
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Blending Weight Calculation Pixel Shader (Second Pass)
|
|
|
|
void main(void)
|
|
{
|
|
vec4 weights = vec4(0.0);
|
|
|
|
vec2 e = texture2DRect(tex0, texcoord5).rg;
|
|
|
|
if (e.g > 0.5) { // 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(e);
|
|
|
|
// We give priority to diagonals, so if we find a diagonal we skip
|
|
// horizontal/vertical processing.
|
|
if (weights.r + weights.g == 0.0) {
|
|
#endif
|
|
|
|
// Find the distance to the left:
|
|
vec3 coords;
|
|
coords.x = SMAASearchXLeft();
|
|
coords.y = texcoord3.y; // texcoord3.y = texcoord0.y - 0.25 (CROSSING_OFFSET)
|
|
// Find the distance to the right:
|
|
coords.z = SMAASearchXRight();
|
|
|
|
// We want the distances to be in pixel units (doing this here allow to
|
|
// better interleave arithmetic and memory accesses):
|
|
vec2 d = SMAARound(abs(coords.xz - texcoord0.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:
|
|
vec2 e;
|
|
e.x = texture2DRect(tex0, coords.xy).r;
|
|
// Fetch the right crossing edges:
|
|
e.y = texture2DRectOffset(tex0, 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(d, e, subsamples.y);
|
|
|
|
#if SMAA_CORNER_ROUNDING < 100
|
|
// Fix corners:
|
|
coords.y = texcoord0.y;
|
|
weights.rg *= SMAADetectHorizontalCornerPattern(coords, d);
|
|
#endif
|
|
|
|
#if SMAA_MAX_SEARCH_STEPS_DIAG > 0
|
|
} else
|
|
e.r = 0.0; // Skip vertical processing.
|
|
#endif
|
|
}
|
|
|
|
if (e.r > 0.5) { // Edge at west
|
|
// Find the distance to the top:
|
|
vec3 coords;
|
|
coords.y = SMAASearchYUp();
|
|
coords.x = texcoord1.x; // texcoord1.x = texcoord0.x - 0.25;
|
|
// Find the distance to the bottom:
|
|
coords.z = SMAASearchYDown();
|
|
|
|
// We want the distances to be in pixel units:
|
|
vec2 d = SMAARound(abs(coords.yz - texcoord0.y));
|
|
|
|
// Fetch the top crossing edges:
|
|
vec2 e;
|
|
e.x = texture2DRect(tex0, coords.xy).g;
|
|
// Fetch the bottom crossing edges:
|
|
e.y = texture2DRectOffset(tex0, coords.xz, ivec2(0, 1)).g;
|
|
|
|
// Get the area for this direction:
|
|
weights.ba = SMAAArea(d, e, subsamples.x);
|
|
|
|
#if SMAA_CORNER_ROUNDING < 100
|
|
// Fix corners:
|
|
coords.x = texcoord0.x;
|
|
weights.ba *= SMAADetectVerticalCornerPattern(coords, d);
|
|
#endif
|
|
}
|
|
|
|
fragcolor = weights;
|
|
}
|
|
]
|
|
|
|
shader 0 [SMAANeighborhoodBlending@smaapreset@smaaopts] [
|
|
attribute vec4 vvertex;
|
|
@(screentexcoord 0)
|
|
varying vec2 texcoord0;
|
|
|
|
void main(void)
|
|
{
|
|
gl_Position = vvertex;
|
|
texcoord0 = vtexcoord0;
|
|
}
|
|
] [
|
|
@smaadefs
|
|
varying vec2 texcoord0;
|
|
uniform sampler2DRect tex0, tex1;
|
|
@(? (smaaopt "s") [uniform sampler2DRect tex2, tex3;])
|
|
fragdata(0) vec4 fragcolor;
|
|
|
|
// Neighborhood Blending Pixel Shader (Third Pass)
|
|
|
|
void main(void)
|
|
{
|
|
// Fetch the blending weights for current pixel:
|
|
vec4 a;
|
|
a.xz = texture2DRect(tex1, texcoord0).rb;
|
|
a.y = texture2DRectOffset(tex1, texcoord0, ivec2(0, 1)).g;
|
|
a.w = texture2DRectOffset(tex1, texcoord0, ivec2(1, 0)).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.w > a.z ? a.w : -a.z; // left vs. right
|
|
offset.y = a.y > a.x ? a.y : -a.x; // 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).rb;
|
|
a.y = texture2DRectOffset(tex3, texcoord0, ivec2(0, 1)).g;
|
|
a.w = texture2DRectOffset(tex3, texcoord0, ivec2(1, 0)).a;
|
|
offset.x = a.w > a.z ? a.w : -a.z;
|
|
offset.y = a.y > a.x ? a.y : -a.x;
|
|
if (abs(offset.x) > abs(offset.y))
|
|
offset.y = 0.0;
|
|
else
|
|
offset.x = 0.0;
|
|
fragcolor = 0.5*(fragcolor + texture2DRect(tex2, texcoord0 + offset));
|
|
])
|
|
}
|
|
]
|
|
|