mirror of
https://github.com/italicsjenga/slang-shaders.git
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102 lines
3.4 KiB
Plaintext
102 lines
3.4 KiB
Plaintext
#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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} params;
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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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#include "smaa-common.h"
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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 texcoord;
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layout(location = 1) out vec4 offset;
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void main()
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{
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gl_Position = global.MVP * Position;
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texcoord = TexCoord;
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offset = fma(SMAA_RT_METRICS.xyxy, vec4( 1.0, 0.0, 0.0, 1.0), texcoord.xyxy);
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}
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#pragma stage fragment
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layout(location = 0) in vec2 texcoord;
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layout(location = 1) in vec4 offset;
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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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layout(set = 0, binding = 3) uniform sampler2D Original;
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//-----------------------------------------------------------------------------
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// Neighborhood Blending Pixel Shader (Third Pass)
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vec4 SMAANeighborhoodBlendingPS(vec2 texcoord,
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vec4 offset,
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sampler2D colorTex,
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sampler2D blendTex
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#if SMAA_REPROJECTION
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, SMAATexture2D(velocityTex)
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#endif
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) {
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// Fetch the blending weights for current pixel:
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vec4 a;
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a.x = texture(blendTex, offset.xy).a; // Right
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a.y = texture(blendTex, offset.zw).g; // Top
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a.wz = texture(blendTex, texcoord).xz; // Bottom / Left
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// Is there any blending weight with a value greater than 0.0?
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// SMAA_BRANCH
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if (dot(a, vec4(1.0, 1.0, 1.0, 1.0)) < 1e-5) {
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vec4 color = textureLod(colorTex, texcoord, 0.0);
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#if SMAA_REPROJECTION
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vec2 velocity = SMAA_DECODE_VELOCITY(textureLod(velocityTex, texcoord, 0.0));
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// Pack velocity into the alpha channel:
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color.a = sqrt(5.0 * length(velocity));
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#endif
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return color;
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} else {
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bool h = max(a.x, a.z) > max(a.y, a.w); // max(horizontal) > max(vertical)
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// Calculate the blending offsets:
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vec4 blendingOffset = vec4(0.0, a.y, 0.0, a.w);
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vec2 blendingWeight = a.yw;
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SMAAMovc(bvec4(h, h, h, h), blendingOffset, vec4(a.x, 0.0, a.z, 0.0));
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SMAAMovc(bvec2(h, h), blendingWeight, a.xz);
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blendingWeight /= dot(blendingWeight, vec2(1.0, 1.0));
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// Calculate the texture coordinates:
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vec4 blendingCoord = fma(blendingOffset, vec4(SMAA_RT_METRICS.xy, -SMAA_RT_METRICS.xy), texcoord.xyxy);
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// We exploit bilinear filtering to mix current pixel with the chosen
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// neighbor:
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vec4 color = blendingWeight.x * textureLod(colorTex, blendingCoord.xy, 0.0);
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color += blendingWeight.y * textureLod(colorTex, blendingCoord.zw, 0.0);
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#if SMAA_REPROJECTION
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// Antialias velocity for proper reprojection in a later stage:
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vec2 velocity = blendingWeight.x * SMAA_DECODE_VELOCITY(textureLod(velocityTex, blendingCoord.xy, 0.0));
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velocity += blendingWeight.y * SMAA_DECODE_VELOCITY(textureLod(velocityTex, blendingCoord.zw, 0.0));
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// Pack velocity into the alpha channel:
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color.a = sqrt(5.0 * length(velocity));
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#endif
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return color;
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}
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}
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void main()
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{
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FragColor = SMAANeighborhoodBlendingPS(texcoord, offset, Original, Source);
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} |