diff --git a/test/nonfunctional/anti-aliasing/advanced-aa.slangp b/test/nonfunctional/anti-aliasing/advanced-aa.slangp new file mode 100644 index 0000000..d260f69 --- /dev/null +++ b/test/nonfunctional/anti-aliasing/advanced-aa.slangp @@ -0,0 +1,6 @@ +shaders = 1 + +shader0 = shaders/advanced-aa.slang +filter_linear0 = false +scale_type0 = viewport +scale0 = 1.0 diff --git a/test/nonfunctional/anti-aliasing/shaders/advanced-aa.slang b/test/nonfunctional/anti-aliasing/shaders/advanced-aa.slang new file mode 100644 index 0000000..b20a3ee --- /dev/null +++ b/test/nonfunctional/anti-aliasing/shaders/advanced-aa.slang @@ -0,0 +1,113 @@ +#version 450 + +layout(push_constant) uniform Push +{ + vec4 SourceSize; + vec4 OriginalSize; + vec4 OutputSize; + uint FrameCount; + float AA_RESOLUTION_X; + float AA_RESOLUTION_Y; +} params; + +#pragma parameter AA_RESOLUTION_X "AA Input Res X" 0.0 0.0 1920.0 1.0 +#pragma parameter AA_RESOLUTION_Y "AA Input Res Y" 0.0 0.0 1920.0 1.0 + +layout(std140, set = 0, binding = 0) uniform UBO +{ + mat4 MVP; +} global; + +/* + Copyright (C) 2006 guest(r) - guest.r@gmail.com + + This program is free software; you can redistribute it and/or + modify it under the terms of the GNU General Public License + as published by the Free Software Foundation; either version 2 + of the License, or (at your option) any later version. + + This program is distributed in the hope that it will be useful, + but WITHOUT ANY WARRANTY; without even the implied warranty of + MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + GNU General Public License for more details. + + You should have received a copy of the GNU General Public License + along with this program; if not, write to the Free Software + Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. +*/ + +/* + The AdvancedAA shader is well used to: + - AA 2xscaled gfx. to its 4x absolute size, + - AA hi-res "screens" (640x480) to their 2x size or, + - AA gfx. back to it's original size (looks nice above 640x480, set scaling to 1.0) +*/ + +#define AA_RESOLUTION_X_DEF params.SourceSize.x +#define AA_RESOLUTION_Y_DEF params.SourceSize.y +vec3 dt = vec3(1,1,1); + +#pragma stage vertex +layout(location = 0) in vec4 Position; +layout(location = 1) in vec2 TexCoord; +layout(location = 0) out vec2 vTexCoord; +layout(location = 1) out vec4 t1; +layout(location = 2) out vec4 t2; +layout(location = 3) out vec4 t3; +layout(location = 4) out vec4 t4; + +void main() +{ + gl_Position = global.MVP * Position; + vTexCoord = TexCoord; + vec2 ps = vec2(1.0/((params.AA_RESOLUTION_X == 0) ? AA_RESOLUTION_X_DEF : params.AA_RESOLUTION_X), 1.0/((params.AA_RESOLUTION_Y == 0) ? AA_RESOLUTION_Y_DEF : params.AA_RESOLUTION_Y)); + float dx = ps.x*0.5; + float dy = ps.y*0.5; + + t1.xy = vTexCoord + vec2(-dx, 0); + t2.xy = vTexCoord + vec2( dx, 0); + t3.xy = vTexCoord + vec2( 0,-dy); + t4.xy = vTexCoord + vec2( 0, dy); + t1.zw = vTexCoord + vec2(-dx,-dy); + t2.zw = vTexCoord + vec2(-dx, dy); + t3.zw = vTexCoord + vec2( dx,-dy); + t4.zw = vTexCoord + vec2( dx, dy); +} + +#pragma stage fragment +layout(location = 0) in vec2 vTexCoord; +layout(location = 1) in vec4 t1; +layout(location = 2) in vec4 t2; +layout(location = 3) in vec4 t3; +layout(location = 4) in vec4 t4; +layout(location = 0) out vec4 FragColor; +layout(set = 0, binding = 2) uniform sampler2D Source; + +void main() +{ + vec3 c00 = texture(Source, t1.zw).xyz; + vec3 c10 = texture(Source, t3.xy).xyz; + vec3 c20 = texture(Source, t3.zw).xyz; + vec3 c01 = texture(Source, t1.xy).xyz; + vec3 c11 = texture(Source, vTexCoord).xyz; + vec3 c21 = texture(Source, t2.xy).xyz; + vec3 c02 = texture(Source, t2.zw).xyz; + vec3 c12 = texture(Source, t4.xy).xyz; + vec3 c22 = texture(Source, t4.zw).xyz; + + float d1=dot(abs(c00-c22),dt)+0.0001; + float d2=dot(abs(c20-c02),dt)+0.0001; + float hl=dot(abs(c01-c21),dt)+0.0001; + float vl=dot(abs(c10-c12),dt)+0.0001; + + float k1=0.5*(hl+vl); + float k2=0.5*(d1+d2); + + vec3 t1=(hl*(c10+c12)+vl*(c01+c21)+k1*c11)/(2.5*(hl+vl)); + vec3 t2=(d1*(c20+c02)+d2*(c00+c22)+k2*c11)/(2.5*(d1+d2)); + + k1=dot(abs(t1-c11),dt)+0.0001; + k2=dot(abs(t2-c11),dt)+0.0001; + + FragColor = vec4((k1*t2+k2*t1)/(k1+k2),1); +} \ No newline at end of file