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add advanced-aa shader
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6
test/nonfunctional/anti-aliasing/advanced-aa.slangp
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6
test/nonfunctional/anti-aliasing/advanced-aa.slangp
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shaders = 1
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shader0 = shaders/advanced-aa.slang
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filter_linear0 = false
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scale_type0 = viewport
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scale0 = 1.0
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113
test/nonfunctional/anti-aliasing/shaders/advanced-aa.slang
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test/nonfunctional/anti-aliasing/shaders/advanced-aa.slang
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#version 450
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layout(push_constant) uniform Push
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{
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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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float AA_RESOLUTION_X;
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float AA_RESOLUTION_Y;
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} params;
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#pragma parameter AA_RESOLUTION_X "AA Input Res X" 0.0 0.0 1920.0 1.0
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#pragma parameter AA_RESOLUTION_Y "AA Input Res Y" 0.0 0.0 1920.0 1.0
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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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/*
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Copyright (C) 2006 guest(r) - guest.r@gmail.com
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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/*
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The AdvancedAA shader is well used to:
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- AA 2xscaled gfx. to its 4x absolute size,
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- AA hi-res "screens" (640x480) to their 2x size or,
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- AA gfx. back to it's original size (looks nice above 640x480, set scaling to 1.0)
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*/
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#define AA_RESOLUTION_X_DEF params.SourceSize.x
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#define AA_RESOLUTION_Y_DEF params.SourceSize.y
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vec3 dt = vec3(1,1,1);
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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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layout(location = 1) out vec4 t1;
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layout(location = 2) out vec4 t2;
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layout(location = 3) out vec4 t3;
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layout(location = 4) out vec4 t4;
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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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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));
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float dx = ps.x*0.5;
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float dy = ps.y*0.5;
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t1.xy = vTexCoord + vec2(-dx, 0);
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t2.xy = vTexCoord + vec2( dx, 0);
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t3.xy = vTexCoord + vec2( 0,-dy);
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t4.xy = vTexCoord + vec2( 0, dy);
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t1.zw = vTexCoord + vec2(-dx,-dy);
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t2.zw = vTexCoord + vec2(-dx, dy);
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t3.zw = vTexCoord + vec2( dx,-dy);
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t4.zw = vTexCoord + vec2( dx, dy);
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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 = 1) in vec4 t1;
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layout(location = 2) in vec4 t2;
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layout(location = 3) in vec4 t3;
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layout(location = 4) in vec4 t4;
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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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void main()
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{
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vec3 c00 = texture(Source, t1.zw).xyz;
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vec3 c10 = texture(Source, t3.xy).xyz;
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vec3 c20 = texture(Source, t3.zw).xyz;
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vec3 c01 = texture(Source, t1.xy).xyz;
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vec3 c11 = texture(Source, vTexCoord).xyz;
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vec3 c21 = texture(Source, t2.xy).xyz;
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vec3 c02 = texture(Source, t2.zw).xyz;
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vec3 c12 = texture(Source, t4.xy).xyz;
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vec3 c22 = texture(Source, t4.zw).xyz;
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float d1=dot(abs(c00-c22),dt)+0.0001;
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float d2=dot(abs(c20-c02),dt)+0.0001;
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float hl=dot(abs(c01-c21),dt)+0.0001;
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float vl=dot(abs(c10-c12),dt)+0.0001;
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float k1=0.5*(hl+vl);
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float k2=0.5*(d1+d2);
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vec3 t1=(hl*(c10+c12)+vl*(c01+c21)+k1*c11)/(2.5*(hl+vl));
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vec3 t2=(d1*(c20+c02)+d2*(c00+c22)+k2*c11)/(2.5*(d1+d2));
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k1=dot(abs(t1-c11),dt)+0.0001;
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k2=dot(abs(t2-c11),dt)+0.0001;
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FragColor = vec4((k1*t2+k2*t1)/(k1+k2),1);
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}
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