double-hit-balls/assets/smaa/neighborhood_fragment.txt

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2018-01-05 21:51:05 +00:00
#version 410 compatibility
#define SMAA_PIXEL_SIZE vec2(1.0 / 512.0, 1.0 / 512.0)
#define SMAA_THRESHOLD 0.05
#define SMAA_MAX_SEARCH_STEPS 32
#define SMAA_MAX_SEARCH_STEPS_DIAG 16
#define SMAA_CORNER_ROUNDING 25
#ifndef SMAA_DEPTH_THRESHOLD
#define SMAA_DEPTH_THRESHOLD (0.1 * SMAA_THRESHOLD)
#endif
#ifndef SMAA_REPROJECTION
#define SMAA_REPROJECTION 0
#endif
#define SMAA_REPROJECTION_WEIGHT_SCALE 30.0
#ifndef SMAA_AREATEX_MAX_DISTANCE
#define SMAA_AREATEX_MAX_DISTANCE 16
#endif
#ifndef SMAA_AREATEX_MAX_DISTANCE_DIAG
#define SMAA_AREATEX_MAX_DISTANCE_DIAG 20
#endif
#define SMAA_AREATEX_PIXEL_SIZE (1.0 / vec2(160.0, 560.0))
#define SMAA_AREATEX_SUBTEX_SIZE (1.0 / 7.0)
/* --- Define section is over ---- */
vec4 SMAANeighborhoodBlendingPS(vec2 texcoord,
vec4 offset[2],
sampler2D colorTex,
sampler2D blendTex) {
// Fetch the blending weights for current pixel:
vec4 a;
a.xz = texture(blendTex, texcoord).xz;
a.y = texture(blendTex, offset[1].zw).g;
a.w = texture(blendTex, offset[1].xy).a;
// Is there any blending weight with a value greater than 0.0?
//SMAA_BRANCH
if (dot(a, vec4(1.0, 1.0, 1.0, 1.0)) < 1e-5)
return textureLod(colorTex, texcoord, 0.0);
else {
vec4 color = vec4(0.0, 0.0, 0.0, 0.0);
// Up to 4 lines can be crossing a pixel (one through each edge). We
// favor blending by choosing the line with the maximum weight for each
// direction:
vec2 offset;
offset.x = a.a > a.b? a.a : -a.b; // left vs. right
offset.y = a.g > a.r? a.g : -a.r; // top vs. bottom
// Then we go in the direction that has the maximum weight:
if (abs(offset.x) > abs(offset.y)) // horizontal vs. vertical
offset.y = 0.0;
else
offset.x = 0.0;
#if SMAA_REPROJECTION == 1
// Fetch the opposite color and lerp by hand:
vec4 C = textureLod(colorTex, texcoord, 0.0);
texcoord += sign(offset) * SMAA_PIXEL_SIZE;
vec4 Cop = textureLod(colorTex, texcoord, 0.0);
float s = abs(offset.x) > abs(offset.y)? abs(offset.x) : abs(offset.y);
// Unpack the velocity values:
C.a *= C.a;
Cop.a *= Cop.a;
// Lerp the colors:
vec4 Caa = mix(C, Cop, s);
// Unpack velocity and return the resulting value:
Caa.a = sqrt(Caa.a);
return Caa;
#else
// Fetch the opposite color and lerp by hand:
vec4 C = textureLod(colorTex, texcoord, 0.0);
texcoord += sign(offset) * SMAA_PIXEL_SIZE;
vec4 Cop = textureLod(colorTex, texcoord, 0.0);
float s = abs(offset.x) > abs(offset.y)? abs(offset.x) : abs(offset.y);
return mix(C, Cop, s);
#endif
}
}
/* ------------- Header is over -------------- */
uniform sampler2D albedo_tex;
uniform sampler2D blend_tex;
in vec2 texcoord;
in vec4 offset[2];
in vec4 dummy2;
void main()
{
gl_FragColor = SMAANeighborhoodBlendingPS(texcoord, offset, albedo_tex, blend_tex);
}