2018-04-05 14:19:13 +10:00
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#version 450
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/*
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Reverse Antialiasing Shader
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Adapted from the C source (see Copyright below) to shader
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cg language by Hyllian/Jararaca - sergiogdb@gmail.com
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This shader works best in 2x scale.
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*/
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/*
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*
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* Copyright (c) 2012, Christoph Feck <christoph@maxiom.de>
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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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* * 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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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
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* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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* ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
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* 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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*/
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layout(push_constant) uniform Push
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{
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vec4 SourceSize;
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vec4 OutputSize;
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2018-04-06 06:27:44 +10:00
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float REVERSEAA_SHARPNESS;
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2018-04-05 14:19:13 +10:00
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} params;
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2018-04-06 06:27:44 +10:00
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#pragma parameter REVERSEAA_SHARPNESS "ReverseAA Sharpness" 2.0 0.0 10.0 0.01
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2018-04-05 14:19:13 +10:00
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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mat4 MVP;
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} global;
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 vTexCoord;
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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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#define P(x,y) texture(Source, coord + params.SourceSize.zw * vec2(x, y)).rgb
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vec3 res2x(vec3 pre2, vec3 pre1, vec3 px, vec3 pos1, vec3 pos2)
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{
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vec3 t, m;
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mat4x3 pre = mat4x3(pre2, pre1, px, pos1);
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mat4x3 pos = mat4x3(pre1, px, pos1, pos2);
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mat4x3 df = pos - pre;
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m = 0.5 - abs(px - 0.5);
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2018-04-06 06:27:44 +10:00
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m = params.REVERSEAA_SHARPNESS * min(m, min(abs(df[1]), abs(df[2])));
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2018-04-05 14:19:13 +10:00
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t = (7 * (df[1] + df[2]) - 3 * (df[0] + df[3])) / 16;
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t = clamp(t, -m, m);
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return t;
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}
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void main()
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{
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vec2 pos = fract(vTexCoord * params.SourceSize.xy) - vec2(0.5, 0.5);
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vec2 coord = vTexCoord - pos * params.SourceSize.zw;
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vec3 E = P( 0, 0);
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vec3 _tx = res2x(P(-2,0), P(-1,0), E, P(1,0), P(2,0)) * pos.x;
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vec3 _ty = res2x(P(0,-2), P(0,-1), E, P(0,1), P(0,2)) * pos.y;
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vec3 res = clamp(E + 2.0*(_tx + _ty), 0.0, 1.0);
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FragColor = vec4(res, 1.0);
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}
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