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667 lines
25 KiB
Plaintext
667 lines
25 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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/**
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* Copyright (C) 2013 Jorge Jimenez (jorge@iryoku.com)
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* Copyright (C) 2013 Jose I. Echevarria (joseignacioechevarria@gmail.com)
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* Copyright (C) 2013 Belen Masia (bmasia@unizar.es)
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* Copyright (C) 2013 Fernando Navarro (fernandn@microsoft.com)
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* Copyright (C) 2013 Diego Gutierrez (diegog@unizar.es)
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* this software and associated documentation files (the "Software"), to deal in
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* the Software without restriction, including without limitation the rights to
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* use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
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* of the Software, and to permit persons to whom the Software is furnished to
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* do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software. As clarification, there
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* is no requirement that the copyright notice and permission be included in
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* binary distributions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*/
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/**
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* _______ ___ ___ ___ ___
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* / || \/ | / \ / \
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* | (---- | \ / | / ^ \ / ^ \
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* \ \ | |\/| | / /_\ \ / /_\ \
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* ----) | | | | | / _____ \ / _____ \
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* |_______/ |__| |__| /__/ \__\ /__/ \__\
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*
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* E N H A N C E D
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* S U B P I X E L M O R P H O L O G I C A L A N T I A L I A S I N G
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*
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* http://www.iryoku.com/smaa/
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*
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* Hi, welcome aboard!
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*
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* Here you'll find instructions to get the shader up and running as fast as
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* possible.
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*
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* IMPORTANTE NOTICE: when updating, remember to update both this file and the
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* precomputed textures! They may change from version to version.
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*
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* The shader has three passes, chained together as follows:
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*
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* |input|------------------?
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* v |
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* [ SMAA*EdgeDetection ] |
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* v |
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* |edgesTex| |
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* v |
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* [ SMAABlendingWeightCalculation ] |
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* v |
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* |blendTex| |
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* v |
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* [ SMAANeighborhoodBlending ] <------?
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* v
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* |output|
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*
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* Note that each [pass] has its own vertex and pixel shader. Remember to use
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* oversized triangles instead of quads to avoid overshading along the
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* diagonal.
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*
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* You've three edge detection methods to choose from: luma, color or depth.
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* They represent different quality/performance and anti-aliasing/sharpness
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* tradeoffs, so our recommendation is for you to choose the one that best
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* suits your particular scenario:
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*
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* - Depth edge detection is usually the fastest but it may miss some edges.
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*
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* - Luma edge detection is usually more expensive than depth edge detection,
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* but catches visible edges that depth edge detection can miss.
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*
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* - Color edge detection is usually the most expensive one but catches
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* chroma-only edges.
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*
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* For quickstarters: just use luma edge detection.
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*
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* The general advice is to not rush the integration process and ensure each
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* step is done correctly (don't try to integrate SMAA T2x with predicated edge
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* detection from the start!). Ok then, let's go!
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*
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* 1. The first step is to create two RGBA temporal render targets for holding
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* |edgesTex| and |blendTex|.
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*
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* In DX10 or DX11, you can use a RG render target for the edges texture.
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* In the case of NVIDIA GPUs, using RG render targets seems to actually be
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* slower.
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*
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* On the Xbox 360, you can use the same render target for resolving both
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* |edgesTex| and |blendTex|, as they aren't needed simultaneously.
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*
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* 2. Both temporal render targets |edgesTex| and |blendTex| must be cleared
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* each frame. Do not forget to clear the alpha channel!
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*
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* 3. The next step is loading the two supporting precalculated textures,
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* 'areaTex' and 'searchTex'. You'll find them in the 'Textures' folder as
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* C++ headers, and also as regular DDS files. They'll be needed for the
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* 'SMAABlendingWeightCalculation' pass.
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*
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* If you use the C++ headers, be sure to load them in the format specified
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* inside of them.
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*
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* You can also compress 'areaTex' and 'searchTex' using BC5 and BC4
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* respectively, if you have that option in your content processor pipeline.
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* When compressing then, you get a non-perceptible quality decrease, and a
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* marginal performance increase.
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*
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* 4. All samplers must be set to linear filtering and clamp.
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*
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* After you get the technique working, remember that 64-bit inputs have
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* half-rate linear filtering on GCN.
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*
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* If SMAA is applied to 64-bit color buffers, switching to point filtering
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* when accesing them will increase the performance. Search for
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* 'SMAASamplePoint' to see which textures may benefit from point
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* filtering, and where (which is basically the color input in the edge
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* detection and resolve passes).
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*
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* 5. All texture reads and buffer writes must be non-sRGB, with the exception
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* of the input read and the output write in
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* 'SMAANeighborhoodBlending' (and only in this pass!). If sRGB reads in
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* this last pass are not possible, the technique will work anyway, but
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* will perform antialiasing in gamma space.
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*
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* IMPORTANT: for best results the input read for the color/luma edge
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* detection should *NOT* be sRGB.
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*
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* 6. Before including SMAA.h you'll have to setup the render target metrics,
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* the target and any optional configuration defines. Optionally you can
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* use a preset.
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*
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* You have the following targets available:
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* SMAA_HLSL_3
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* SMAA_HLSL_4
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* SMAA_HLSL_4_1
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* SMAA_GLSL_3 *
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* SMAA_GLSL_4 *
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*
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* * (See SMAA_INCLUDE_VS and SMAA_INCLUDE_PS below).
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*
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* And four presets:
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* SMAA_PRESET_LOW (%60 of the quality)
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* SMAA_PRESET_MEDIUM (%80 of the quality)
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* SMAA_PRESET_HIGH (%95 of the quality)
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* SMAA_PRESET_ULTRA (%99 of the quality)
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*
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* For example:
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* #define SMAA_RT_METRICS vec4(1.0 / 1280.0, 1.0 / 720.0, 1280.0, 720.0)
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* #define SMAA_GLSL_4
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* #define SMAA_PRESET_HIGH
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* #include "SMAA.h"
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*
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* Note that SMAA_RT_METRICS doesn't need to be a macro, it can be a
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* uniform variable. The code is designed to minimize the impact of not
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* using a constant value, but it is still better to hardcode it.
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*
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* Depending on how you encoded 'areaTex' and 'searchTex', you may have to
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* add (and customize) the following defines before including SMAA.h:
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* #define SMAA_AREATEX_SELECT(sample) sample.rg
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* #define SMAA_SEARCHTEX_SELECT(sample) sample.r
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*
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* If your engine is already using porting macros, you can define
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* SMAA_CUSTOM_SL, and define the porting functions by yourself.
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*
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* 7. Then, you'll have to setup the passes as indicated in the scheme above.
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* You can take a look into SMAA.fx, to see how we did it for our demo.
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* Checkout the function wrappers, you may want to copy-paste them!
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*
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* 8. It's recommended to validate the produced |edgesTex| and |blendTex|.
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* You can use a screenshot from your engine to compare the |edgesTex|
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* and |blendTex| produced inside of the engine with the results obtained
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* with the reference demo.
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*
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* 9. After you get the last pass to work, it's time to optimize. You'll have
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* to initialize a stencil buffer in the first pass (discard is already in
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* the code), then mask execution by using it the second pass. The last
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* pass should be executed in all pixels.
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*
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*
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* After this point you can choose to enable predicated thresholding,
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* temporal supersampling and motion blur integration:
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*
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* a) If you want to use predicated thresholding, take a look into
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* SMAA_PREDICATION; you'll need to pass an extra texture in the edge
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* detection pass.
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*
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* b) If you want to enable temporal supersampling (SMAA T2x):
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*
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* 1. The first step is to render using subpixel jitters. I won't go into
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* detail, but it's as simple as moving each vertex position in the
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* vertex shader, you can check how we do it in our DX10 demo.
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*
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* 2. Then, you must setup the temporal resolve. You may want to take a look
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* into SMAAResolve for resolving 2x modes. After you get it working, you'll
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* probably see ghosting everywhere. But fear not, you can enable the
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* CryENGINE temporal reprojection by setting the SMAA_REPROJECTION macro.
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* Check out SMAA_DECODE_VELOCITY if your velocity buffer is encoded.
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*
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* 3. The next step is to apply SMAA to each subpixel jittered frame, just as
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* done for 1x.
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*
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* 4. At this point you should already have something usable, but for best
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* results the proper area textures must be set depending on current jitter.
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* For this, the parameter 'subsampleIndices' of
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* 'SMAABlendingWeightCalculationPS' must be set as follows, for our T2x
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* mode:
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*
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* @SUBSAMPLE_INDICES
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*
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* | S# | Camera Jitter | subsampleIndices |
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* +----+------------------+---------------------+
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* | 0 | ( 0.25, -0.25) | float4(1, 1, 1, 0) |
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* | 1 | (-0.25, 0.25) | float4(2, 2, 2, 0) |
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*
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* These jitter positions assume a bottom-to-top y axis. S# stands for the
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* sample number.
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*
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* More information about temporal supersampling here:
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* http://iryoku.com/aacourse/downloads/13-Anti-Aliasing-Methods-in-CryENGINE-3.pdf
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*
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* c) If you want to enable spatial multisampling (SMAA S2x):
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*
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* 1. The scene must be rendered using MSAA 2x. The MSAA 2x buffer must be
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* created with:
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* - DX10: see below (*)
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* - DX10.1: D3D10_STANDARD_MULTISAMPLE_PATTERN or
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* - DX11: D3D11_STANDARD_MULTISAMPLE_PATTERN
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*
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* This allows to ensure that the subsample order matches the table in
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* @SUBSAMPLE_INDICES.
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*
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* (*) In the case of DX10, we refer the reader to:
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* - SMAA::detectMSAAOrder and
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* - SMAA::msaaReorder
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*
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* These functions allow to match the standard multisample patterns by
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* detecting the subsample order for a specific GPU, and reordering
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* them appropriately.
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*
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* 2. A shader must be run to output each subsample into a separate buffer
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* (DX10 is required). You can use SMAASeparate for this purpose, or just do
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* it in an existing pass (for example, in the tone mapping pass, which has
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* the advantage of feeding tone mapped subsamples to SMAA, which will yield
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* better results).
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*
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* 3. The full SMAA 1x pipeline must be run for each separated buffer, storing
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* the results in the final buffer. The second run should alpha blend with
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* the existing final buffer using a blending factor of 0.5.
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* 'subsampleIndices' must be adjusted as in the SMAA T2x case (see point
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* b).
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*
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* d) If you want to enable temporal supersampling on top of SMAA S2x
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* (which actually is SMAA 4x):
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*
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* 1. SMAA 4x consists on temporally jittering SMAA S2x, so the first step is
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* to calculate SMAA S2x for current frame. In this case, 'subsampleIndices'
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* must be set as follows:
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*
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* | F# | S# | Camera Jitter | Net Jitter | subsampleIndices |
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* +----+----+--------------------+-------------------+----------------------+
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* | 0 | 0 | ( 0.125, 0.125) | ( 0.375, -0.125) | float4(5, 3, 1, 3) |
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* | 0 | 1 | ( 0.125, 0.125) | (-0.125, 0.375) | float4(4, 6, 2, 3) |
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* +----+----+--------------------+-------------------+----------------------+
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* | 1 | 2 | (-0.125, -0.125) | ( 0.125, -0.375) | float4(3, 5, 1, 4) |
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* | 1 | 3 | (-0.125, -0.125) | (-0.375, 0.125) | float4(6, 4, 2, 4) |
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*
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* These jitter positions assume a bottom-to-top y axis. F# stands for the
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* frame number. S# stands for the sample number.
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*
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* 2. After calculating SMAA S2x for current frame (with the new subsample
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* indices), previous frame must be reprojected as in SMAA T2x mode (see
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* point b).
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*
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* e) If motion blur is used, you may want to do the edge detection pass
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* together with motion blur. This has two advantages:
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*
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* 1. Pixels under heavy motion can be omitted from the edge detection process.
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* For these pixels we can just store "no edge", as motion blur will take
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* care of them.
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* 2. The center pixel tap is reused.
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*
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* Note that in this case depth testing should be used instead of stenciling,
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* as we have to write all the pixels in the motion blur pass.
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*
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* That's it!
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*/
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//-----------------------------------------------------------------------------
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// SMAA Presets
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/**
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* Note that if you use one of these presets, the following configuration
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* macros will be ignored if set in the "Configurable Defines" section.
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*/
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#if defined(SMAA_PRESET_LOW)
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#define SMAA_THRESHOLD 0.15
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#define SMAA_MAX_SEARCH_STEPS 4
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#define SMAA_DISABLE_DIAG_DETECTION
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#define SMAA_DISABLE_CORNER_DETECTION
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#elif defined(SMAA_PRESET_MEDIUM)
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#define SMAA_THRESHOLD 0.1
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#define SMAA_MAX_SEARCH_STEPS 8
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#define SMAA_DISABLE_DIAG_DETECTION
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#define SMAA_DISABLE_CORNER_DETECTION
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#elif defined(SMAA_PRESET_HIGH)
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#define SMAA_THRESHOLD 0.1
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#define SMAA_MAX_SEARCH_STEPS 16
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#define SMAA_MAX_SEARCH_STEPS_DIAG 8
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#define SMAA_CORNER_ROUNDING 25
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#elif defined(SMAA_PRESET_ULTRA)
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#define SMAA_THRESHOLD 0.05
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#define SMAA_MAX_SEARCH_STEPS 32
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#define SMAA_MAX_SEARCH_STEPS_DIAG 16
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#define SMAA_CORNER_ROUNDING 25
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#endif
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//-----------------------------------------------------------------------------
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// Configurable Defines
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/**
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* SMAA_THRESHOLD specifies the threshold or sensitivity to edges.
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* Lowering this value you will be able to detect more edges at the expense of
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* performance.
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*
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* Range: [0, 0.5]
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* 0.1 is a reasonable value, and allows to catch most visible edges.
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* 0.05 is a rather overkill value, that allows to catch 'em all.
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*
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* If temporal supersampling is used, 0.2 could be a reasonable value, as low
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* contrast edges are properly filtered by just 2x.
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*/
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#ifndef SMAA_THRESHOLD
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#define SMAA_THRESHOLD 0.1
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#endif
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/**
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* SMAA_DEPTH_THRESHOLD specifies the threshold for depth edge detection.
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*
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* Range: depends on the depth range of the scene.
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*/
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#ifndef SMAA_DEPTH_THRESHOLD
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#define SMAA_DEPTH_THRESHOLD (0.1 * SMAA_THRESHOLD)
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#endif
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/**
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* SMAA_MAX_SEARCH_STEPS specifies the maximum steps performed in the
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* horizontal/vertical pattern searches, at each side of the pixel.
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*
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* In number of pixels, it's actually the double. So the maximum line length
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* perfectly handled by, for example 16, is 64 (by perfectly, we meant that
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* longer lines won't look as good, but still antialiased).
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*
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* Range: [0, 112]
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*/
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#ifndef SMAA_MAX_SEARCH_STEPS
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#define SMAA_MAX_SEARCH_STEPS 16
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#endif
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/**
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* SMAA_MAX_SEARCH_STEPS_DIAG specifies the maximum steps performed in the
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* diagonal pattern searches, at each side of the pixel. In this case we jump
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* one pixel at time, instead of two.
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*
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* Range: [0, 20]
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*
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* On high-end machines it is cheap (between a 0.8x and 0.9x slower for 16
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* steps), but it can have a significant impact on older machines.
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*
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* Define SMAA_DISABLE_DIAG_DETECTION to disable diagonal processing.
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*/
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#ifndef SMAA_MAX_SEARCH_STEPS_DIAG
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#define SMAA_MAX_SEARCH_STEPS_DIAG 8
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#endif
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/**
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* SMAA_CORNER_ROUNDING specifies how much sharp corners will be rounded.
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*
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* Range: [0, 100]
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*
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* Define SMAA_DISABLE_CORNER_DETECTION to disable corner processing.
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*/
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#ifndef SMAA_CORNER_ROUNDING
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#define SMAA_CORNER_ROUNDING 25
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#endif
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/**
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* If there is an neighbor edge that has SMAA_LOCAL_CONTRAST_FACTOR times
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* bigger contrast than current edge, current edge will be discarded.
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*
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* This allows to eliminate spurious crossing edges, and is based on the fact
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* that, if there is too much contrast in a direction, that will hide
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* perceptually contrast in the other neighbors.
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*/
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#ifndef SMAA_LOCAL_CONTRAST_ADAPTATION_FACTOR
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#define SMAA_LOCAL_CONTRAST_ADAPTATION_FACTOR 2.0
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#endif
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/**
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* Predicated thresholding allows to better preserve texture details and to
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* improve performance, by decreasing the number of detected edges using an
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* additional buffer like the light accumulation buffer, object ids or even the
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* depth buffer (the depth buffer usage may be limited to indoor or short range
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* scenes).
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*
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* It locally decreases the luma or color threshold if an edge is found in an
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* additional buffer (so the global threshold can be higher).
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*
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* This method was developed by Playstation EDGE MLAA team, and used in
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* Killzone 3, by using the light accumulation buffer. More information here:
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* http://iryoku.com/aacourse/downloads/06-MLAA-on-PS3.pptx
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*/
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#ifndef SMAA_PREDICATION
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#define SMAA_PREDICATION 0
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#endif
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/**
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* Threshold to be used in the additional predication buffer.
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*
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* Range: depends on the input, so you'll have to find the magic number that
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* works for you.
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*/
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#ifndef SMAA_PREDICATION_THRESHOLD
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#define SMAA_PREDICATION_THRESHOLD 0.01
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#endif
|
|
|
|
/**
|
|
* How much to scale the global threshold used for luma or color edge
|
|
* detection when using predication.
|
|
*
|
|
* Range: [1, 5]
|
|
*/
|
|
#ifndef SMAA_PREDICATION_SCALE
|
|
#define SMAA_PREDICATION_SCALE 2.0
|
|
#endif
|
|
|
|
/**
|
|
* How much to locally decrease the threshold.
|
|
*
|
|
* Range: [0, 1]
|
|
*/
|
|
#ifndef SMAA_PREDICATION_STRENGTH
|
|
#define SMAA_PREDICATION_STRENGTH 0.4
|
|
#endif
|
|
|
|
/**
|
|
* Temporal reprojection allows to remove ghosting artifacts when using
|
|
* temporal supersampling. We use the CryEngine 3 method which also introduces
|
|
* velocity weighting. This feature is of extreme importance for totally
|
|
* removing ghosting. More information here:
|
|
* http://iryoku.com/aacourse/downloads/13-Anti-Aliasing-Methods-in-CryENGINE-3.pdf
|
|
*
|
|
* Note that you'll need to setup a velocity buffer for enabling reprojection.
|
|
* For static geometry, saving the previous depth buffer is a viable
|
|
* alternative.
|
|
*/
|
|
#ifndef SMAA_REPROJECTION
|
|
#define SMAA_REPROJECTION 0
|
|
#endif
|
|
|
|
/**
|
|
* SMAA_REPROJECTION_WEIGHT_SCALE controls the velocity weighting. It allows to
|
|
* remove ghosting trails behind the moving object, which are not removed by
|
|
* just using reprojection. Using low values will exhibit ghosting, while using
|
|
* high values will disable temporal supersampling under motion.
|
|
*
|
|
* Behind the scenes, velocity weighting removes temporal supersampling when
|
|
* the velocity of the subsamples differs (meaning they are different objects).
|
|
*
|
|
* Range: [0, 80]
|
|
*/
|
|
#ifndef SMAA_REPROJECTION_WEIGHT_SCALE
|
|
#define SMAA_REPROJECTION_WEIGHT_SCALE 30.0
|
|
#endif
|
|
|
|
/**
|
|
* On some compilers, discard cannot be used in vertex shaders. Thus, they need
|
|
* to be compiled separately.
|
|
*/
|
|
#ifndef SMAA_INCLUDE_VS
|
|
#define SMAA_INCLUDE_VS 1
|
|
#endif
|
|
#ifndef SMAA_INCLUDE_PS
|
|
#define SMAA_INCLUDE_PS 1
|
|
#endif
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Texture Access Defines
|
|
|
|
#ifndef SMAA_AREATEX_SELECT
|
|
#if defined(SMAA_HLSL_3)
|
|
#define SMAA_AREATEX_SELECT(sample) sample.ra
|
|
#else
|
|
#define SMAA_AREATEX_SELECT(sample) sample.rg
|
|
#endif
|
|
#endif
|
|
|
|
#ifndef SMAA_SEARCHTEX_SELECT
|
|
#define SMAA_SEARCHTEX_SELECT(sample) sample.r
|
|
#endif
|
|
|
|
#ifndef SMAA_DECODE_VELOCITY
|
|
#define SMAA_DECODE_VELOCITY(sample) sample.rg
|
|
#endif
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Non-Configurable Defines
|
|
|
|
#define SMAA_AREATEX_MAX_DISTANCE 16
|
|
#define SMAA_AREATEX_MAX_DISTANCE_DIAG 20
|
|
#define SMAA_AREATEX_PIXEL_SIZE (1.0 / float2(160.0, 560.0))
|
|
#define SMAA_AREATEX_SUBTEX_SIZE (1.0 / 7.0)
|
|
#define SMAA_SEARCHTEX_SIZE float2(66.0, 33.0)
|
|
#define SMAA_SEARCHTEX_PACKED_SIZE float2(64.0, 16.0)
|
|
#define SMAA_CORNER_ROUNDING_NORM (float(SMAA_CORNER_ROUNDING) / 100.0)
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Porting Functions
|
|
|
|
#if defined(SMAA_HLSL_3)
|
|
#define SMAATexture2D(tex) sampler2D tex
|
|
#define SMAATexturePass2D(tex) tex
|
|
#define SMAASampleLevelZero(tex, coord) tex2Dlod(tex, float4(coord, 0.0, 0.0))
|
|
#define SMAASampleLevelZeroPoint(tex, coord) tex2Dlod(tex, float4(coord, 0.0, 0.0))
|
|
#define SMAASampleLevelZeroOffset(tex, coord, offset) tex2Dlod(tex, float4(coord + offset * SMAA_RT_METRICS.xy, 0.0, 0.0))
|
|
#define SMAASample(tex, coord) tex2D(tex, coord)
|
|
#define SMAASamplePoint(tex, coord) tex2D(tex, coord)
|
|
#define SMAASampleOffset(tex, coord, offset) tex2D(tex, coord + offset * SMAA_RT_METRICS.xy)
|
|
#define SMAA_FLATTEN [flatten]
|
|
#define SMAA_BRANCH [branch]
|
|
#endif
|
|
#if defined(SMAA_HLSL_4) || defined(SMAA_HLSL_4_1)
|
|
SamplerState LinearSampler { Filter = MIN_MAG_LINEAR_MIP_POINT; AddressU = Clamp; AddressV = Clamp; };
|
|
SamplerState PointSampler { Filter = MIN_MAG_MIP_POINT; AddressU = Clamp; AddressV = Clamp; };
|
|
#define SMAATexture2D(tex) Texture2D tex
|
|
#define SMAATexturePass2D(tex) tex
|
|
#define SMAASampleLevelZero(tex, coord) tex.SampleLevel(LinearSampler, coord, 0)
|
|
#define SMAASampleLevelZeroPoint(tex, coord) tex.SampleLevel(PointSampler, coord, 0)
|
|
#define SMAASampleLevelZeroOffset(tex, coord, offset) tex.SampleLevel(LinearSampler, coord, 0, offset)
|
|
#define SMAASample(tex, coord) tex.Sample(LinearSampler, coord)
|
|
#define SMAASamplePoint(tex, coord) tex.Sample(PointSampler, coord)
|
|
#define SMAASampleOffset(tex, coord, offset) tex.Sample(LinearSampler, coord, offset)
|
|
#define SMAA_FLATTEN [flatten]
|
|
#define SMAA_BRANCH [branch]
|
|
#define SMAATexture2DMS2(tex) Texture2DMS<float4, 2> tex
|
|
#define SMAALoad(tex, pos, sample) tex.Load(pos, sample)
|
|
#if defined(SMAA_HLSL_4_1)
|
|
#define SMAAGather(tex, coord) tex.Gather(LinearSampler, coord, 0)
|
|
#endif
|
|
#endif
|
|
#if defined(SMAA_GLSL_3) || defined(SMAA_GLSL_4)
|
|
#define SMAATexture2D(tex) sampler2D tex
|
|
#define SMAATexturePass2D(tex) tex
|
|
#define SMAASampleLevelZero(tex, coord) textureLod(tex, coord, 0.0)
|
|
#define SMAASampleLevelZeroPoint(tex, coord) textureLod(tex, coord, 0.0)
|
|
#define SMAASampleLevelZeroOffset(tex, coord, offset) textureLodOffset(tex, coord, 0.0, offset)
|
|
#define SMAASample(tex, coord) texture(tex, coord)
|
|
#define SMAASamplePoint(tex, coord) texture(tex, coord)
|
|
#define SMAASampleOffset(tex, coord, offset) texture(tex, coord, offset)
|
|
#define SMAA_FLATTEN
|
|
#define SMAA_BRANCH
|
|
#define lerp(a, b, t) mix(a, b, t)
|
|
#define saturate(a) clamp(a, 0.0, 1.0)
|
|
#if defined(SMAA_GLSL_4)
|
|
#define mad(a, b, c) fma(a, b, c)
|
|
#define SMAAGather(tex, coord) textureGather(tex, coord)
|
|
#else
|
|
#define mad(a, b, c) (a * b + c)
|
|
#endif
|
|
#define float2 vec2
|
|
#define float3 vec3
|
|
#define float4 vec4
|
|
#define int2 ivec2
|
|
#define int3 ivec3
|
|
#define int4 ivec4
|
|
#define bool2 bvec2
|
|
#define bool3 bvec3
|
|
#define bool4 bvec4
|
|
#endif
|
|
|
|
#define SMAA_GLSL_4
|
|
#define SMAA_PRESET_MEDIUM
|
|
//#include "SMAA.h"
|
|
#define SMAA_RT_METRICS vec4(1.0 / 1280.0, 1.0 / 720.0, 1280.0, 720.0)
|
|
|
|
#if !defined(SMAA_HLSL_3) && !defined(SMAA_HLSL_4) && !defined(SMAA_HLSL_4_1) && !defined(SMAA_GLSL_3) && !defined(SMAA_GLSL_4) && !defined(SMAA_CUSTOM_SL)
|
|
#error you must define the shading language: SMAA_HLSL_*, SMAA_GLSL_* or SMAA_CUSTOM_SL
|
|
#endif
|
|
|
|
/**
|
|
* Gathers current pixel, and the top-left neighbors.
|
|
*/
|
|
vec3 SMAAGatherNeighbours(vec2 coord, vec4 offset[3], sampler2D tex)
|
|
{
|
|
float P = texture(tex, coord).r;
|
|
float Pleft = texture(tex, offset[0].xy).r;
|
|
float Ptop = texture(tex, offset[0].zw).r;
|
|
return vec3(P, Pleft, Ptop);
|
|
}
|
|
|
|
/**
|
|
* Adjusts the threshold by means of predication.
|
|
*/
|
|
vec3 SMAACalculatePredicatedThreshold(vec2 coord, vec4 offset[3], sampler2D predicationTex)
|
|
{
|
|
vec3 neighbours = SMAAGatherNeighbours(coord, offset, predicationTex);
|
|
vec2 delta = abs(neighbours.xx - neighbours.yz);
|
|
vec2 edges = step(SMAA_PREDICATION_THRESHOLD, delta);
|
|
return SMAA_PREDICATION_SCALE * SMAA_THRESHOLD * (1.0 - SMAA_PREDICATION_STRENGTH * edges);
|
|
}
|
|
|
|
/**
|
|
* Conditional move:
|
|
*/
|
|
void SMAAMovc(bvec2 cond, inout vec2 variable, vec2 value) {
|
|
if (cond.x) variable.x = value.x;
|
|
if (cond.y) variable.y = value.y;
|
|
}
|
|
|
|
void SMAAMovc(bvec4 cond, inout vec4 variable, vec4 value) {
|
|
SMAAMovc(cond.xy, variable.xy, value.xy);
|
|
SMAAMovc(cond.zw, variable.zw, value.zw);
|
|
}
|
|
|
|
#pragma stage vertex
|
|
layout(location = 0) in vec4 Position;
|
|
layout(location = 1) in vec2 TexCoord;
|
|
layout(location = 0) out vec2 vTexCoord;
|
|
|
|
void main()
|
|
{
|
|
gl_Position = global.MVP * Position;
|
|
vTexCoord = TexCoord;
|
|
}
|
|
|
|
#pragma stage fragment
|
|
layout(location = 0) in vec2 vTexCoord;
|
|
layout(location = 0) out vec4 FragColor;
|
|
layout(set = 0, binding = 2) uniform sampler2D Source;
|
|
|
|
void main()
|
|
{
|
|
FragColor = vec4(texture(Source, vTexCoord).rgb, 1.0);
|
|
} |