mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-27 09:51:30 +11:00
469 lines
18 KiB
Plaintext
469 lines
18 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 vec2 pixcoord;
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layout(location = 2) out vec4 offset[3];
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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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pixcoord = texcoord * SMAA_RT_METRICS.zw;
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// We will use these offsets for the searches later on (see @PSEUDO_GATHER4):
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offset[0] = fma(SMAA_RT_METRICS.xyxy, vec4(-0.25, -0.125, 1.25, -0.125), texcoord.xyxy);
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offset[1] = fma(SMAA_RT_METRICS.xyxy, vec4(-0.125, -0.25, -0.125, 1.25), texcoord.xyxy);
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// And these for the searches, they indicate the ends of the loops:
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offset[2] = fma(SMAA_RT_METRICS.xxyy,
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vec4(-2.0, 2.0, -2.0, 2.0) * float(SMAA_MAX_SEARCH_STEPS),
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vec4(offset[0].xz, offset[1].yw));
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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 vec2 pixcoord;
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layout(location = 2) in vec4 offset[3];
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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 areaTex;
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layout(set = 0, binding = 4) uniform sampler2D searchTex;
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//-----------------------------------------------------------------------------
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// Blending Weight Calculation Pixel Shader (Second Pass)
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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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vec2 SMAADecodeDiagBilinearAccess(vec2 e) {
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// Bilinear access for fetching 'e' have a 0.25 offset, and we are
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// interested in the R and G edges:
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//
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// +---G---+-------+
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// | x o R x |
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// +-------+-------+
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//
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// Then, if one of these edge is enabled:
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// Red: (0.75 * X + 0.25 * 1) => 0.25 or 1.0
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// Green: (0.75 * 1 + 0.25 * X) => 0.75 or 1.0
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//
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// This function will unpack the values (mad + mul + round):
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// wolframalpha.com: round(x * abs(5 * x - 5 * 0.75)) plot 0 to 1
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e.r = e.r * abs(5.0 * e.r - 5.0 * 0.75);
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return round(e);
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}
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vec4 SMAADecodeDiagBilinearAccess(vec4 e) {
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e.rb = e.rb * abs(5.0 * e.rb - 5.0 * 0.75);
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return round(e);
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}
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/**
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* These functions allows to perform diagonal pattern searches.
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*/
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vec2 SMAASearchDiag1(sampler2D edgesTex, vec2 texcoord, vec2 dir, out vec2 e) {
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vec4 coord = vec4(texcoord, -1.0, 1.0);
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vec3 t = vec3(SMAA_RT_METRICS.xy, 1.0);
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while (coord.z < float(SMAA_MAX_SEARCH_STEPS_DIAG - 1) &&
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coord.w > 0.9) {
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coord.xyz = fma(t, vec3(dir, 1.0), coord.xyz);
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e = textureLod(edgesTex, coord.xy, 0.0).rg;
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coord.w = dot(e, vec2(0.5, 0.5));
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}
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return coord.zw;
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}
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vec2 SMAASearchDiag2(sampler2D edgesTex, vec2 texcoord, vec2 dir, out vec2 e) {
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vec4 coord = vec4(texcoord, -1.0, 1.0);
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coord.x += 0.25 * SMAA_RT_METRICS.x; // See @SearchDiag2Optimization
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vec3 t = vec3(SMAA_RT_METRICS.xy, 1.0);
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while (coord.z < float(SMAA_MAX_SEARCH_STEPS_DIAG - 1) &&
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coord.w > 0.9) {
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coord.xyz = fma(t, vec3(dir, 1.0), coord.xyz);
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// @SearchDiag2Optimization
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// Fetch both edges at once using bilinear filtering:
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e = textureLod(edgesTex, coord.xy, 0.0).rg;
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e = SMAADecodeDiagBilinearAccess(e);
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// Non-optimized version:
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// e.g = textureLod(edgesTex, coord.xy, 0.0).g;
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// e.r = textureLod(edgesTex, coord.xy, ivec2(1, 0)).r;
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coord.w = dot(e, vec2(0.5, 0.5));
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}
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return coord.zw;
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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(sampler2D areaTex, vec2 dist, vec2 e, float offset) {
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vec2 texcoord = fma(vec2(SMAA_AREATEX_MAX_DISTANCE_DIAG, 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 = fma(SMAA_AREATEX_PIXEL_SIZE, texcoord, 0.5 * SMAA_AREATEX_PIXEL_SIZE);
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// Diagonal areas are on the second half of the texture:
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texcoord.x += 0.5;
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// Move to proper place, according to the subpixel offset:
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texcoord.y += SMAA_AREATEX_SUBTEX_SIZE * offset;
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// Do it!
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return SMAA_AREATEX_SELECT(textureLod(areaTex, texcoord, 0.0));
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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(sampler2D edgesTex, sampler2D areaTex, vec2 texcoord, vec2 e, vec4 subsampleIndices) {
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vec2 weights = vec2(0.0, 0.0);
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// Search for the line ends:
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vec4 d;
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vec2 end;
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if (e.r > 0.0) {
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d.xz = SMAASearchDiag1(edgesTex, texcoord, vec2(-1.0, 1.0), end);
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d.x += float(end.y > 0.9);
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} else
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d.xz = vec2(0.0, 0.0);
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d.yw = SMAASearchDiag1(edgesTex, texcoord, vec2(1.0, -1.0), end);
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// SMAA_BRANCH
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if (d.x + d.y > 2.0) { // d.x + d.y + 1 > 3
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// Fetch the crossing edges:
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vec4 coords = fma(vec4(-d.x + 0.25, d.x, d.y, -d.y - 0.25), SMAA_RT_METRICS.xyxy, texcoord.xyxy);
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vec4 c;
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c.xy = textureLodOffset(edgesTex, coords.xy, 0.0, ivec2(-1, 0)).rg;
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c.zw = textureLodOffset(edgesTex, coords.zw, 0.0, ivec2( 1, 0)).rg;
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c.yxwz = SMAADecodeDiagBilinearAccess(c.xyzw);
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// Non-optimized version:
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// vec4 coords = fma(vec4(-d.x, d.x, d.y, -d.y), SMAA_RT_METRICS.xyxy, texcoord.xyxy);
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// vec4 c;
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// c.x = textureLodOffset(edgesTex, coords.xy, 0.0, ivec2(-1, 0)).g;
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// c.y = textureLodOffset(edgesTex, coords.xy, 0.0, ivec2( 0, 0)).r;
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// c.z = textureLodOffset(edgesTex, coords.zw, 0.0, ivec2( 1, 0)).g;
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// c.w = textureLodOffset(edgesTex, coords.zw, 0.0, ivec2( 1, -1)).r;
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// Merge crossing edges at each side into a single value:
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vec2 cc = fma(vec2(2.0, 2.0), c.xz, c.yw);
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// Remove the crossing edge if we didn't found the end of the line:
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SMAAMovc(bvec2(step(0.9, d.zw)), cc, vec2(0.0, 0.0));
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// Fetch the areas for this line:
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weights += SMAAAreaDiag(areaTex, d.xy, cc, subsampleIndices.z);
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}
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// Search for the line ends:
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d.xz = SMAASearchDiag2(edgesTex, texcoord, vec2(-1.0, -1.0), end);
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if (textureLodOffset(edgesTex, texcoord, 0.0, ivec2(1, 0)).r > 0.0) {
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d.yw = SMAASearchDiag2(edgesTex, texcoord, vec2(1.0, 1.0), end);
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d.y += float(end.y > 0.9);
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} else
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d.yw = vec2(0.0, 0.0);
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// SMAA_BRANCH
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if (d.x + d.y > 2.0) { // d.x + d.y + 1 > 3
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// Fetch the crossing edges:
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vec4 coords = fma(vec4(-d.x, -d.x, d.y, d.y), SMAA_RT_METRICS.xyxy, texcoord.xyxy);
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vec4 c;
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c.x = textureLodOffset(edgesTex, coords.xy, 0.0, ivec2(-1, 0)).g;
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c.y = textureLodOffset(edgesTex, coords.xy, 0.0, ivec2( 0, -1)).r;
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c.zw = textureLodOffset(edgesTex, coords.zw, 0.0, ivec2( 1, 0)).gr;
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vec2 cc = fma(vec2(2.0, 2.0), c.xz, c.yw);
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// Remove the crossing edge if we didn't found the end of the line:
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SMAAMovc(bvec2(step(0.9, d.zw)), cc, vec2(0.0, 0.0));
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// Fetch the areas for this line:
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weights += SMAAAreaDiag(areaTex, d.xy, cc, subsampleIndices.w).gr;
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}
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return weights;
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}
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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(sampler2D searchTex, vec2 e, float offset) {
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// The texture is flipped vertically, with left and right cases taking half
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// of the space horizontally:
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vec2 scale = SMAA_SEARCHTEX_SIZE * vec2(0.5, -1.0);
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vec2 bias = SMAA_SEARCHTEX_SIZE * vec2(offset, 1.0);
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// Scale and bias to access texel centers:
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scale += vec2(-1.0, 1.0);
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bias += vec2( 0.5, -0.5);
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// Convert from pixel coordinates to texcoords:
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// (We use SMAA_SEARCHTEX_PACKED_SIZE because the texture is cropped)
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scale *= 1.0 / SMAA_SEARCHTEX_PACKED_SIZE;
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bias *= 1.0 / SMAA_SEARCHTEX_PACKED_SIZE;
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// Lookup the search texture:
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return SMAA_SEARCHTEX_SELECT(textureLod(searchTex, fma(scale, e, bias), 0.0));
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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(sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end) {
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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 = vec2(0.0, 1.0);
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while (texcoord.x > end &&
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e.g > 0.8281 && // Is there some edge not activated?
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e.r == 0.0) { // Or is there a crossing edge that breaks the line?
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e = textureLod(edgesTex, texcoord, 0.0).rg;
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texcoord = fma(-vec2(2.0, 0.0), SMAA_RT_METRICS.xy, texcoord);
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}
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float offset = fma(-(255.0 / 127.0), SMAASearchLength(searchTex, e, 0.0), 3.25);
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return fma(SMAA_RT_METRICS.x, offset, texcoord.x);
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// Non-optimized version:
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// We correct the previous (-0.25, -0.125) offset we applied:
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// texcoord.x += 0.25 * SMAA_RT_METRICS.x;
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// The searches are bias by 1, so adjust the coords accordingly:
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// texcoord.x += SMAA_RT_METRICS.x;
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// Disambiguate the length added by the last step:
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// texcoord.x += 2.0 * SMAA_RT_METRICS.x; // Undo last step
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// texcoord.x -= SMAA_RT_METRICS.x * (255.0 / 127.0) * SMAASearchLength(searchTex, e, 0.0);
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// return fma(SMAA_RT_METRICS.x, offset, texcoord.x);
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}
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float SMAASearchXRight(sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end) {
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vec2 e = vec2(0.0, 1.0);
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while (texcoord.x < end &&
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e.g > 0.8281 && // Is there some edge not activated?
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e.r == 0.0) { // Or is there a crossing edge that breaks the line?
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e = textureLod(edgesTex, texcoord, 0.0).rg;
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texcoord = fma(vec2(2.0, 0.0), SMAA_RT_METRICS.xy, texcoord);
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}
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float offset = fma(-(255.0 / 127.0), SMAASearchLength(searchTex, e, 0.5), 3.25);
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return fma(-SMAA_RT_METRICS.x, offset, texcoord.x);
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}
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float SMAASearchYUp(sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end) {
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vec2 e = vec2(1.0, 0.0);
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while (texcoord.y > end &&
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e.r > 0.8281 && // Is there some edge not activated?
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e.g == 0.0) { // Or is there a crossing edge that breaks the line?
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e = textureLod(edgesTex, texcoord, 0.0).rg;
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texcoord = fma(-vec2(0.0, 2.0), SMAA_RT_METRICS.xy, texcoord);
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}
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float offset = fma(-(255.0 / 127.0), SMAASearchLength(searchTex, e.gr, 0.0), 3.25);
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return fma(SMAA_RT_METRICS.y, offset, texcoord.y);
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}
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float SMAASearchYDown(sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end) {
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vec2 e = vec2(1.0, 0.0);
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while (texcoord.y < end &&
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e.r > 0.8281 && // Is there some edge not activated?
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e.g == 0.0) { // Or is there a crossing edge that breaks the line?
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e = textureLod(edgesTex, texcoord, 0.0).rg;
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texcoord = fma(vec2(0.0, 2.0), SMAA_RT_METRICS.xy, texcoord);
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}
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float offset = fma(-(255.0 / 127.0), SMAASearchLength(searchTex, e.gr, 0.5), 3.25);
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return fma(-SMAA_RT_METRICS.y, offset, texcoord.y);
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}
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/**
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* Ok, we have the distance and both crossing edges. So, what are the areas
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* at each side of current edge?
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*/
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vec2 SMAAArea(sampler2D areaTex, vec2 dist, float e1, float e2, float offset) {
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// Rounding prevents precision errors of bilinear filtering:
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vec2 texcoord = fma(vec2(SMAA_AREATEX_MAX_DISTANCE, SMAA_AREATEX_MAX_DISTANCE), round(4.0 * vec2(e1, e2)), dist);
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// We do a scale and bias for mapping to texel space:
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texcoord = fma(SMAA_AREATEX_PIXEL_SIZE, texcoord, 0.5 * SMAA_AREATEX_PIXEL_SIZE);
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// Move to proper place, according to the subpixel offset:
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texcoord.y = fma(SMAA_AREATEX_SUBTEX_SIZE, offset, texcoord.y);
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// Do it!
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return SMAA_AREATEX_SELECT(textureLod(areaTex, texcoord, 0.0));
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}
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//-----------------------------------------------------------------------------
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// Corner Detection Functions
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void SMAADetectHorizontalCornerPattern(sampler2D edgesTex, inout vec2 weights, vec4 texcoord, vec2 d) {
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#if !defined(SMAA_DISABLE_CORNER_DETECTION)
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vec2 leftRight = step(d.xy, d.yx);
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vec2 rounding = (1.0 - SMAA_CORNER_ROUNDING_NORM) * leftRight;
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rounding /= leftRight.x + leftRight.y; // Reduce blending for pixels in the center of a line.
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vec2 factor = vec2(1.0, 1.0);
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factor.x -= rounding.x * textureLodOffset(edgesTex, texcoord.xy, 0.0, ivec2(0, 1)).r;
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factor.x -= rounding.y * textureLodOffset(edgesTex, texcoord.zw, 0.0, ivec2(1, 1)).r;
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factor.y -= rounding.x * textureLodOffset(edgesTex, texcoord.xy, 0.0, ivec2(0, -2)).r;
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factor.y -= rounding.y * textureLodOffset(edgesTex, texcoord.zw, 0.0, ivec2(1, -2)).r;
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weights *= clamp(factor, 0.0, 1.0);
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#endif
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}
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void SMAADetectVerticalCornerPattern(sampler2D edgesTex, inout vec2 weights, vec4 texcoord, vec2 d) {
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#if !defined(SMAA_DISABLE_CORNER_DETECTION)
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vec2 leftRight = step(d.xy, d.yx);
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vec2 rounding = (1.0 - SMAA_CORNER_ROUNDING_NORM) * leftRight;
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rounding /= leftRight.x + leftRight.y;
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vec2 factor = vec2(1.0, 1.0);
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factor.x -= rounding.x * textureLodOffset(edgesTex, texcoord.xy, 0.0, ivec2( 1, 0)).g;
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factor.x -= rounding.y * textureLodOffset(edgesTex, texcoord.zw, 0.0, ivec2( 1, 1)).g;
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factor.y -= rounding.x * textureLodOffset(edgesTex, texcoord.xy, 0.0, ivec2(-2, 0)).g;
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factor.y -= rounding.y * textureLodOffset(edgesTex, texcoord.zw, 0.0, ivec2(-2, 1)).g;
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weights *= clamp(factor, 0.0, 1.0);
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#endif
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}
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vec4 SMAABlendingWeightCalculationPS(vec2 texcoord,
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vec2 pixcoord,
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vec4 offset[3],
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sampler2D edgesTex,
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sampler2D areaTex,
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sampler2D searchTex,
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vec4 subsampleIndices) { // Just pass zero for SMAA 1x, see @SUBSAMPLE_INDICES.
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vec4 weights = vec4(0.0, 0.0, 0.0, 0.0);
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vec2 e = texture(edgesTex, texcoord).rg;
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// SMAA_BRANCH
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if (e.g > 0.0) { // Edge at north
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#if !defined(SMAA_DISABLE_DIAG_DETECTION)
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// Diagonals have both north and west edges, so searching for them in
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// one of the boundaries is enough.
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weights.rg = SMAACalculateDiagWeights(edgesTex, areaTex, texcoord, e, subsampleIndices);
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// We give priority to diagonals, so if we find a diagonal we skip
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// horizontal/vertical processing.
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// SMAA_BRANCH
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if (weights.r == -weights.g) { // weights.r + weights.g == 0.0
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#endif
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vec2 d;
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// Find the distance to the left:
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vec3 coords;
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coords.x = SMAASearchXLeft(edgesTex, searchTex, offset[0].xy, offset[2].x);
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coords.y = offset[1].y; // offset[1].y = texcoord.y - 0.25 * SMAA_RT_METRICS.y (@CROSSING_OFFSET)
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d.x = coords.x;
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// Now fetch the left crossing edges, two at a time using bilinear
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// filtering. Sampling at -0.25 (see @CROSSING_OFFSET) enables to
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// discern what value each edge has:
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float e1 = textureLod(edgesTex, coords.xy, 0.0).r;
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|
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// Find the distance to the right:
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coords.z = SMAASearchXRight(edgesTex, searchTex, offset[0].zw, offset[2].y);
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d.y = coords.z;
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|
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// We want the distances to be in pixel units (doing this here allow to
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|
// better interleave arithmetic and memory accesses):
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d = abs(round(fma(SMAA_RT_METRICS.zz, d, -pixcoord.xx)));
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|
|
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// SMAAArea below needs a sqrt, as the areas texture is compressed
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// quadratically:
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vec2 sqrt_d = sqrt(d);
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|
|
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// Fetch the right crossing edges:
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float e2 = textureLodOffset(edgesTex, coords.zy, 0.0, ivec2(1, 0)).r;
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|
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// Ok, we know how this pattern looks like, now it is time for getting
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// the actual area:
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weights.rg = SMAAArea(areaTex, sqrt_d, e1, e2, subsampleIndices.y);
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|
|
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// Fix corners:
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|
coords.y = texcoord.y;
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SMAADetectHorizontalCornerPattern(edgesTex, weights.rg, coords.xyzy, d);
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|
|
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#if !defined(SMAA_DISABLE_DIAG_DETECTION)
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} else
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e.r = 0.0; // Skip vertical processing.
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#endif
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}
|
|
|
|
// SMAA_BRANCH
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if (e.r > 0.0) { // Edge at west
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|
vec2 d;
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|
|
|
// Find the distance to the top:
|
|
vec3 coords;
|
|
coords.y = SMAASearchYUp(edgesTex, searchTex, offset[1].xy, offset[2].z);
|
|
coords.x = offset[0].x; // offset[1].x = texcoord.x - 0.25 * SMAA_RT_METRICS.x;
|
|
d.x = coords.y;
|
|
|
|
// Fetch the top crossing edges:
|
|
float e1 = textureLod(edgesTex, coords.xy, 0.0).g;
|
|
|
|
// Find the distance to the bottom:
|
|
coords.z = SMAASearchYDown(edgesTex, searchTex, offset[1].zw, offset[2].w);
|
|
d.y = coords.z;
|
|
|
|
// We want the distances to be in pixel units:
|
|
d = abs(round(fma(SMAA_RT_METRICS.ww, d, -pixcoord.yy)));
|
|
|
|
// SMAAArea below needs a sqrt, as the areas texture is compressed
|
|
// quadratically:
|
|
vec2 sqrt_d = sqrt(d);
|
|
|
|
// Fetch the bottom crossing edges:
|
|
float e2 = textureLodOffset(edgesTex, coords.xz, 0.0, ivec2(0, 1)).g;
|
|
|
|
// Get the area for this direction:
|
|
weights.ba = SMAAArea(areaTex, sqrt_d, e1, e2, subsampleIndices.x);
|
|
|
|
// Fix corners:
|
|
coords.x = texcoord.x;
|
|
SMAADetectVerticalCornerPattern(edgesTex, weights.ba, coords.xyxz, d);
|
|
}
|
|
|
|
return weights;
|
|
}
|
|
|
|
void main()
|
|
{
|
|
FragColor = SMAABlendingWeightCalculationPS(texcoord, pixcoord, offset, Source, areaTex, searchTex, vec4(0.0));
|
|
} |