105 lines
2.8 KiB
Plaintext
105 lines
2.8 KiB
Plaintext
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#version 410 compatibility
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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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#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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#ifndef SMAA_REPROJECTION
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#define SMAA_REPROJECTION 0
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#endif
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#define SMAA_REPROJECTION_WEIGHT_SCALE 30.0
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#ifndef SMAA_AREATEX_MAX_DISTANCE
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#define SMAA_AREATEX_MAX_DISTANCE 16
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#endif
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#ifndef SMAA_AREATEX_MAX_DISTANCE_DIAG
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#define SMAA_AREATEX_MAX_DISTANCE_DIAG 20
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#endif
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#define SMAA_AREATEX_PIXEL_SIZE (1.0 / vec2(160.0, 560.0))
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#define SMAA_AREATEX_SUBTEX_SIZE (1.0 / 7.0)
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/* --- Define section is over ---- */
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/**
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* Color Edge Detection
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*
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* IMPORTANT NOTICE: color edge detection requires gamma-corrected colors, and
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* thus 'colorTex' should be a non-sRGB texture.
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*/
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vec4 SMAAColorEdgeDetectionPS(vec2 texcoord,
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vec4 offset[3],
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sampler2D colorTex
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) {
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vec2 threshold = vec2(SMAA_THRESHOLD, SMAA_THRESHOLD);
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// Calculate color deltas:
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vec4 delta;
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vec3 C = texture(colorTex, texcoord).rgb;
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vec3 Cleft = texture(colorTex, offset[0].xy).rgb;
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vec3 t = abs(C - Cleft);
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delta.x = max(max(t.r, t.g), t.b);
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vec3 Ctop = texture(colorTex, offset[0].zw).rgb;
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t = abs(C - Ctop);
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delta.y = max(max(t.r, t.g), t.b);
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// We do the usual threshold:
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vec2 edges = step(threshold, delta.xy);
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// Then discard if there is no edge:
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if (dot(edges, vec2(1.0, 1.0)) == 0.0)
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discard;
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// Calculate right and bottom deltas:
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vec3 Cright = texture(colorTex, offset[1].xy).rgb;
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t = abs(C - Cright);
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delta.z = max(max(t.r, t.g), t.b);
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vec3 Cbottom = texture(colorTex, offset[1].zw).rgb;
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t = abs(C - Cbottom);
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delta.w = max(max(t.r, t.g), t.b);
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// Calculate the maximum delta in the direct neighborhood:
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float maxDelta = max(max(max(delta.x, delta.y), delta.z), delta.w);
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// Calculate left-left and top-top deltas:
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vec3 Cleftleft = texture(colorTex, offset[2].xy).rgb;
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t = abs(C - Cleftleft);
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delta.z = max(max(t.r, t.g), t.b);
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vec3 Ctoptop = texture(colorTex, offset[2].zw).rgb;
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t = abs(C - Ctoptop);
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delta.w = max(max(t.r, t.g), t.b);
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// Calculate the final maximum delta:
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maxDelta = max(max(maxDelta, delta.z), delta.w);
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// Local contrast adaptation in action:
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edges.xy *= step(0.5 * maxDelta, delta.xy);
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return vec4(edges, 0.0, 0.0);
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}
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/* ------------- Header is over -------------- */
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uniform sampler2D albedo_tex;
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in vec2 texcoord;
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in vec4 offset[3];
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in vec4 dummy2;
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void main()
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{
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gl_FragColor = SMAAColorEdgeDetectionPS(texcoord, offset, albedo_tex);
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}
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