Set SMAA antialiasing

This commit is contained in:
Vladislav Khorev 2018-01-06 00:51:05 +03:00
parent f2e238ed5e
commit bf04c70f50
10 changed files with 1015 additions and 36 deletions

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@ -7,7 +7,7 @@ void main()
{
vec4 color = texture2D(Texture,texCoord).rgba;
gl_FragColor = vec4(color.rgb, color.a * Transparency);
gl_FragColor = vec4(color.rgb, 1.0);

422
assets/smaa/blend_fragment.txt Executable file
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@ -0,0 +1,422 @@
#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 ---- */
//-----------------------------------------------------------------------------
// Diagonal Search Functions
/**
* These functions allows to perform diagonal pattern searches.
*/
float SMAASearchDiag1(sampler2D edgesTex, vec2 texcoord, vec2 dir, float c) {
texcoord += dir * SMAA_PIXEL_SIZE;
vec2 e = vec2(0.0, 0.0);
float i;
for (i = 0.0; i < float(SMAA_MAX_SEARCH_STEPS_DIAG); i++) {
e.rg = textureLod(edgesTex, texcoord, 0.0).rg;
//SMAA_FLATTEN
if (dot(e, vec2(1.0, 1.0)) < 1.9) break;
texcoord += dir * SMAA_PIXEL_SIZE;
}
return i + float(e.g > 0.9) * c;
}
float SMAASearchDiag2(sampler2D edgesTex, vec2 texcoord, vec2 dir, float c) {
texcoord += dir * SMAA_PIXEL_SIZE;
vec2 e = vec2(0.0, 0.0);
float i;
for (i = 0.0; i < float(SMAA_MAX_SEARCH_STEPS_DIAG); i++) {
e.g = textureLod(edgesTex, texcoord, 0.0).g;
e.r = textureLodOffset(edgesTex, texcoord, 0.0, ivec2(1, 0)).r;
//SMAA_FLATTEN
if (dot(e, vec2(1.0, 1.0)) < 1.9) break;
texcoord += dir * SMAA_PIXEL_SIZE;
}
return i + float(e.g > 0.9) * c;
}
/**
* Similar to SMAAArea, this calculates the area corresponding to a certain
* diagonal distance and crossing edges 'e'.
*/
vec2 SMAAAreaDiag(sampler2D areaTex, vec2 dist, vec2 e, float offset) {
vec2 texcoord = float(SMAA_AREATEX_MAX_DISTANCE_DIAG) * e + dist;
// We do a scale and bias for mapping to texel space:
texcoord = SMAA_AREATEX_PIXEL_SIZE * texcoord + (0.5 * SMAA_AREATEX_PIXEL_SIZE);
// Diagonal areas are on the second half of the texture:
texcoord.x += 0.5;
// Move to proper place, according to the subpixel offset:
texcoord.y += SMAA_AREATEX_SUBTEX_SIZE * offset;
return textureLod(areaTex, texcoord, 0.0).rg;
}
/**
* This searches for diagonal patterns and returns the corresponding weights.
*/
vec2 SMAACalculateDiagWeights(sampler2D edgesTex, sampler2D areaTex, vec2 texcoord, vec2 e, ivec4 subsampleIndices) {
vec2 weights = vec2(0.0, 0.0);
vec2 d;
d.x = e.r > 0.0? SMAASearchDiag1(edgesTex, texcoord, vec2(-1.0, 1.0), 1.0) : 0.0;
d.y = SMAASearchDiag1(edgesTex, texcoord, vec2(1.0, -1.0), 0.0);
//SMAA_BRANCH
if (d.r + d.g > 2.0) { // d.r + d.g + 1 > 3
vec4 coords = fma(vec4(-d.r, d.r, d.g, -d.g), SMAA_PIXEL_SIZE.xyxy, texcoord.xyxy);
vec4 c;
c.x = textureLodOffset(edgesTex, coords.xy, 0.0, ivec2(-1, 0)).g;
c.y = textureLodOffset(edgesTex, coords.xy, 0.0, ivec2( 0, 0)).r;
c.z = textureLodOffset(edgesTex, coords.zw, 0.0, ivec2( 1, 0)).g;
c.w = textureLodOffset(edgesTex, coords.zw, 0.0, ivec2( 1, -1)).r;
vec2 e = 2.0 * c.xz + c.yw;
float t = float(SMAA_MAX_SEARCH_STEPS_DIAG) - 1.0;
e *= step(d.rg, vec2(t, t));
weights += SMAAAreaDiag(areaTex, d, e, float(subsampleIndices.z));
}
d.x = SMAASearchDiag2(edgesTex, texcoord, vec2(-1.0, -1.0), 0.0);
float right = textureLodOffset(edgesTex, texcoord, 0.0, ivec2(1, 0)).r;
d.y = right > 0.0? SMAASearchDiag2(edgesTex, texcoord, vec2(1.0, 1.0), 1.0) : 0.0;
//SMAA_BRANCH
if (d.r + d.g > 2.0) { // d.r + d.g + 1 > 3
vec4 coords = fma(vec4(-d.r, -d.r, d.g, d.g), SMAA_PIXEL_SIZE.xyxy, texcoord.xyxy);
vec4 c;
c.x = textureLodOffset(edgesTex, coords.xy, 0.0, ivec2(-1, 0)).g;
c.y = textureLodOffset(edgesTex, coords.xy, 0.0, ivec2( 0, -1)).r;
c.zw = textureLodOffset(edgesTex, coords.zw, 0.0, ivec2( 1, 0)).gr;
vec2 e = 2.0 * c.xz + c.yw;
float t = float(SMAA_MAX_SEARCH_STEPS_DIAG) - 1.0;
e *= step(d.rg, vec2(t, t));
weights += SMAAAreaDiag(areaTex, d, e, float(subsampleIndices.w)).gr;
}
return weights;
}
//-----------------------------------------------------------------------------
// Horizontal/Vertical Search Functions
/**
* This allows to determine how much length should we add in the last step
* of the searches. It takes the bilinearly interpolated edge (see
* @PSEUDO_GATHER4), and adds 0, 1 or 2, depending on which edges and
* crossing edges are active.
*/
float SMAASearchLength(sampler2D searchTex, vec2 e, float bias, float scale) {
// Not required if searchTex accesses are set to point:
// vec2 SEARCH_TEX_PIXEL_SIZE = 1.0 / vec2(66.0, 33.0);
// e = vec2(bias, 0.0) + 0.5 * SEARCH_TEX_PIXEL_SIZE +
// e * vec2(scale, 1.0) * vec2(64.0, 32.0) * SEARCH_TEX_PIXEL_SIZE;
e.r = bias + e.r * scale;
e.g = -e.g;
return 255.0 * textureLod(searchTex, e, 0.0).r;
}
/**
* Horizontal/vertical search functions for the 2nd pass.
*/
float SMAASearchXLeft(sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end) {
/**
* @PSEUDO_GATHER4
* This texcoord has been offset by (-0.25, -0.125) in the vertex shader to
* sample between edge, thus fetching four edges in a row.
* Sampling with different offsets in each direction allows to disambiguate
* which edges are active from the four fetched ones.
*/
vec2 e = vec2(0.0, 1.0);
while (texcoord.x > end &&
e.g > 0.8281 && // Is there some edge not activated?
e.r == 0.0) { // Or is there a crossing edge that breaks the line?
e = textureLod(edgesTex, texcoord, 0.0).rg;
texcoord -= vec2(2.0, 0.0) * SMAA_PIXEL_SIZE;
}
// We correct the previous (-0.25, -0.125) offset we applied:
texcoord.x += 0.25 * SMAA_PIXEL_SIZE.x;
// The searches are bias by 1, so adjust the coords accordingly:
texcoord.x += SMAA_PIXEL_SIZE.x;
// Disambiguate the length added by the last step:
texcoord.x += 2.0 * SMAA_PIXEL_SIZE.x; // Undo last step
texcoord.x -= SMAA_PIXEL_SIZE.x * SMAASearchLength(searchTex, e, 0.0, 0.5);
return texcoord.x;
}
float SMAASearchXRight(sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end) {
vec2 e = vec2(0.0, 1.0);
while (texcoord.x < end &&
e.g > 0.8281 && // Is there some edge not activated?
e.r == 0.0) { // Or is there a crossing edge that breaks the line?
e = textureLod(edgesTex, texcoord, 0.0).rg;
texcoord += vec2(2.0, 0.0) * SMAA_PIXEL_SIZE;
}
texcoord.x -= 0.25 * SMAA_PIXEL_SIZE.x;
texcoord.x -= SMAA_PIXEL_SIZE.x;
texcoord.x -= 2.0 * SMAA_PIXEL_SIZE.x;
texcoord.x += SMAA_PIXEL_SIZE.x * SMAASearchLength(searchTex, e, 0.5, 0.5);
return texcoord.x;
}
float SMAASearchYUp(sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end) {
vec2 e = vec2(1.0, 0.0);
while (texcoord.y > end &&
e.r > 0.8281 && // Is there some edge not activated?
e.g == 0.0) { // Or is there a crossing edge that breaks the line?
e = textureLod(edgesTex, texcoord, 0.0).rg;
texcoord -= vec2(0.0, 2.0) * SMAA_PIXEL_SIZE;
}
texcoord.y += 0.25 * SMAA_PIXEL_SIZE.y;
texcoord.y += SMAA_PIXEL_SIZE.y;
texcoord.y += 2.0 * SMAA_PIXEL_SIZE.y;
texcoord.y -= SMAA_PIXEL_SIZE.y * SMAASearchLength(searchTex, e.gr, 0.0, 0.5);
return texcoord.y;
}
float SMAASearchYDown(sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end) {
vec2 e = vec2(1.0, 0.0);
while (texcoord.y < end &&
e.r > 0.8281 && // Is there some edge not activated?
e.g == 0.0) { // Or is there a crossing edge that breaks the line?
e = textureLod(edgesTex, texcoord, 0.0).rg;
texcoord += vec2(0.0, 2.0) * SMAA_PIXEL_SIZE;
}
texcoord.y -= 0.25 * SMAA_PIXEL_SIZE.y;
texcoord.y -= SMAA_PIXEL_SIZE.y;
texcoord.y -= 2.0 * SMAA_PIXEL_SIZE.y;
texcoord.y += SMAA_PIXEL_SIZE.y * SMAASearchLength(searchTex, e.gr, 0.5, 0.5);
return texcoord.y;
}
/**
* Ok, we have the distance and both crossing edges. So, what are the areas
* at each side of current edge?
*/
vec2 SMAAArea(sampler2D areaTex, vec2 dist, float e1, float e2, float offset) {
// Rounding prevents precision errors of bilinear filtering:
vec2 texcoord = float(SMAA_AREATEX_MAX_DISTANCE) * round(4.0 * vec2(e1, e2)) + dist;
// We do a scale and bias for mapping to texel space:
texcoord = SMAA_AREATEX_PIXEL_SIZE * texcoord + (0.5 * SMAA_AREATEX_PIXEL_SIZE);
// Move to proper place, according to the subpixel offset:
texcoord.y += SMAA_AREATEX_SUBTEX_SIZE * offset;
return textureLod(areaTex, texcoord, 0.0).rg;
}
//-----------------------------------------------------------------------------
// Corner Detection Functions
void SMAADetectHorizontalCornerPattern(sampler2D edgesTex, inout vec2 weights, vec2 texcoord, vec2 d) {
#if SMAA_CORNER_ROUNDING < 100 || SMAA_FORCE_CORNER_DETECTION == 1
vec4 coords = fma(vec4(d.x, 0.0, d.y, 0.0),
SMAA_PIXEL_SIZE.xyxy, texcoord.xyxy);
vec2 e;
e.r = textureLodOffset(edgesTex, coords.xy, 0.0, ivec2(0.0, 1.0)).r;
bool left = abs(d.x) < abs(d.y);
e.g = textureLodOffset(edgesTex, coords.xy, 0.0, ivec2(0.0, -2.0)).r;
if (left) weights *= clamp(float(SMAA_CORNER_ROUNDING) / 100.0 + 1.0 - e, 0.0, 1.0);
e.r = textureLodOffset(edgesTex, coords.zw, 0.0, ivec2(1.0, 1.0)).r;
e.g = textureLodOffset(edgesTex, coords.zw, 0.0, ivec2(1.0, -2.0)).r;
if (!left) weights *= clamp(float(SMAA_CORNER_ROUNDING) / 100.0 + 1.0 - e, 0.0, 1.0);
#endif
}
void SMAADetectVerticalCornerPattern(sampler2D edgesTex, inout vec2 weights, vec2 texcoord, vec2 d) {
#if SMAA_CORNER_ROUNDING < 100 || SMAA_FORCE_CORNER_DETECTION == 1
vec4 coords = fma(vec4(0.0, d.x, 0.0, d.y),
SMAA_PIXEL_SIZE.xyxy, texcoord.xyxy);
vec2 e;
e.r = textureLodOffset(edgesTex, coords.xy, 0.0, ivec2( 1.0, 0.0)).g;
bool left = abs(d.x) < abs(d.y);
e.g = textureLodOffset(edgesTex, coords.xy, 0.0, ivec2(-2.0, 0.0)).g;
if (left) weights *= clamp(float(SMAA_CORNER_ROUNDING) / 100.0 + 1.0 - e, 0.0, 1.0);
e.r = textureLodOffset(edgesTex, coords.zw, 0.0, ivec2( 1.0, 1.0)).g;
e.g = textureLodOffset(edgesTex, coords.zw, 0.0, ivec2(-2.0, 1.0)).g;
if (!left) weights *= clamp(float(SMAA_CORNER_ROUNDING) / 100.0 + 1.0 - e, 0.0, 1.0);
#endif
}
//-----------------------------------------------------------------------------
// Blending Weight Calculation Pixel Shader (Second Pass)
vec4 SMAABlendingWeightCalculationPS(vec2 texcoord,
vec2 pixcoord,
vec4 offset[3],
sampler2D edgesTex,
sampler2D areaTex,
sampler2D searchTex,
ivec4 subsampleIndices) { // Just pass zero for SMAA 1x, see @SUBSAMPLE_INDICES.
vec4 weights = vec4(0.0, 0.0, 0.0, 0.0);
vec2 e = texture(edgesTex, texcoord).rg;
//SMAA_BRANCH
if (e.g > 0.0) { // Edge at north
#if SMAA_MAX_SEARCH_STEPS_DIAG > 0 || SMAA_FORCE_DIAGONAL_DETECTION == 1
// Diagonals have both north and west edges, so searching for them in
// one of the boundaries is enough.
weights.rg = SMAACalculateDiagWeights(edgesTex, areaTex, texcoord, e, subsampleIndices);
// We give priority to diagonals, so if we find a diagonal we skip
// horizontal/vertical processing.
//SMAA_BRANCH
if (dot(weights.rg, vec2(1.0, 1.0)) == 0.0) {
#endif
vec2 d;
// Find the distance to the left:
vec2 coords;
coords.x = SMAASearchXLeft(edgesTex, searchTex, offset[0].xy, offset[2].x);
coords.y = offset[1].y; // offset[1].y = texcoord.y - 0.25 * SMAA_PIXEL_SIZE.y (@CROSSING_OFFSET)
d.x = coords.x;
// Now fetch the left crossing edges, two at a time using bilinear
// filtering. Sampling at -0.25 (see @CROSSING_OFFSET) enables to
// discern what value each edge has:
float e1 = textureLod(edgesTex, coords, 0.0).r;
// Find the distance to the right:
coords.x = SMAASearchXRight(edgesTex, searchTex, offset[0].zw, offset[2].y);
d.y = coords.x;
// We want the distances to be in pixel units (doing this here allow to
// better interleave arithmetic and memory accesses):
d = d / SMAA_PIXEL_SIZE.x - pixcoord.x;
// SMAAArea below needs a sqrt, as the areas texture is compressed
// quadratically:
vec2 sqrt_d = sqrt(abs(d));
// Fetch the right crossing edges:
float e2 = textureLodOffset(edgesTex, coords, 0.0, ivec2(1, 0)).r;
// Ok, we know how this pattern looks like, now it is time for getting
// the actual area:
weights.rg = SMAAArea(areaTex, sqrt_d, e1, e2, float(subsampleIndices.y));
// Fix corners:
SMAADetectHorizontalCornerPattern(edgesTex, weights.rg, texcoord, d);
#if SMAA_MAX_SEARCH_STEPS_DIAG > 0 || SMAA_FORCE_DIAGONAL_DETECTION == 1
} else
e.r = 0.0; // Skip vertical processing.
#endif
}
//SMAA_BRANCH
if (e.r > 0.0) { // Edge at west
vec2 d;
// Find the distance to the top:
vec2 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_PIXEL_SIZE.x;
d.x = coords.y;
// Fetch the top crossing edges:
float e1 = textureLod(edgesTex, coords, 0.0).g;
// Find the distance to the bottom:
coords.y = SMAASearchYDown(edgesTex, searchTex, offset[1].zw, offset[2].w);
d.y = coords.y;
// We want the distances to be in pixel units:
d = d / SMAA_PIXEL_SIZE.y - pixcoord.y;
// SMAAArea below needs a sqrt, as the areas texture is compressed
// quadratically:
vec2 sqrt_d = sqrt(abs(d));
// Fetch the bottom crossing edges:
float e2 = textureLodOffset(edgesTex, coords, 0.0, ivec2(0, 1)).g;
// Get the area for this direction:
weights.ba = SMAAArea(areaTex, sqrt_d, e1, e2, float(subsampleIndices.x));
// Fix corners:
SMAADetectVerticalCornerPattern(edgesTex, weights.ba, texcoord, d);
//return vec4(weights.ba, 0.0, 1.0);
}
return weights;
}
/* ------------- Header is over -------------- */
uniform sampler2D edge_tex;
uniform sampler2D area_tex;
uniform sampler2D search_tex;
in vec2 texcoord;
in vec2 pixcoord;
in vec4 offset[3];
in vec4 dummy2;
void main()
{
gl_FragColor = SMAABlendingWeightCalculationPS(texcoord, pixcoord, offset, edge_tex, area_tex, search_tex, ivec4(0));
}

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assets/smaa/blend_vertex.txt Executable file
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#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 ---- */
/**
* Blend Weight Calculation Vertex Shader
*/
void SMAABlendingWeightCalculationVS(vec4 position,
out vec4 svPosition,
inout vec2 texcoord,
out vec2 pixcoord,
out vec4 offset[3]) {
svPosition = position;
pixcoord = texcoord / SMAA_PIXEL_SIZE;
// We will use these offsets for the searches later on (see @PSEUDO_GATHER4):
offset[0] = texcoord.xyxy + SMAA_PIXEL_SIZE.xyxy * vec4(-0.25, -0.125, 1.25, -0.125);
offset[1] = texcoord.xyxy + SMAA_PIXEL_SIZE.xyxy * vec4(-0.125, -0.25, -0.125, 1.25);
// And these for the searches, they indicate the ends of the loops:
offset[2] = vec4(offset[0].xz, offset[1].yw) +
vec4(-2.0, 2.0, -2.0, 2.0) *
SMAA_PIXEL_SIZE.xxyy * float(SMAA_MAX_SEARCH_STEPS);
}
/* ------------- Header is over -------------- */
out vec2 texcoord;
out vec2 pixcoord;
out vec4 offset[3];
out vec4 dummy2;
attribute vec3 vPosition;
attribute vec2 vTexCoord;
uniform mat4 ProjectionMatrix;
void main()
{
texcoord = vTexCoord;
vec4 dummy1 = vec4(0);
SMAABlendingWeightCalculationVS(dummy1, dummy2, texcoord, pixcoord, offset);
gl_Position = ProjectionMatrix * vec4(vPosition.xyz, 1.0);
}

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

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assets/smaa/edge_vertex.txt Executable file
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#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 ---- */
/**
* Edge Detection Vertex Shader
*/
void SMAAEdgeDetectionVS(vec4 position,
out vec4 svPosition,
inout vec2 texcoord,
out vec4 offset[3]) {
svPosition = position;
offset[0] = texcoord.xyxy + SMAA_PIXEL_SIZE.xyxy * vec4(-1.0, 0.0, 0.0, -1.0);
offset[1] = texcoord.xyxy + SMAA_PIXEL_SIZE.xyxy * vec4( 1.0, 0.0, 0.0, 1.0);
offset[2] = texcoord.xyxy + SMAA_PIXEL_SIZE.xyxy * vec4(-2.0, 0.0, 0.0, -2.0);
}
/* ------------- Header is over -------------- */
out vec2 texcoord;
out vec4 offset[3];
out vec4 dummy2;
attribute vec3 vPosition;
attribute vec2 vTexCoord;
uniform mat4 ProjectionMatrix;
void main()
{
texcoord = vTexCoord;
vec4 dummy1 = vec4(0);
SMAAEdgeDetectionVS(dummy1, dummy2, texcoord, offset);
gl_Position = ProjectionMatrix * vec4(vPosition.xyz, 1.0);
}

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@ -0,0 +1,102 @@
#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);
}

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@ -0,0 +1,65 @@
#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 ---- */
/**
* Neighborhood Blending Vertex Shader
*/
void SMAANeighborhoodBlendingVS(vec4 position,
out vec4 svPosition,
inout vec2 texcoord,
out vec4 offset[2]) {
svPosition = position;
offset[0] = texcoord.xyxy + SMAA_PIXEL_SIZE.xyxy * vec4(-1.0, 0.0, 0.0, -1.0);
offset[1] = texcoord.xyxy + SMAA_PIXEL_SIZE.xyxy * vec4( 1.0, 0.0, 0.0, 1.0);
}
/* ------------- Header is over -------------- */
out vec2 texcoord;
out vec4 offset[2];
out vec4 dummy2;
attribute vec3 vPosition;
attribute vec2 vTexCoord;
uniform mat4 ProjectionMatrix;
void main()
{
texcoord = vTexCoord;
vec4 dummy1 = vec4(0);
SMAANeighborhoodBlendingVS(dummy1, dummy2, texcoord, offset);
gl_Position = ProjectionMatrix * vec4(vPosition.xyz, 1.0);
}

BIN
assets/smaa/smaa_area.raw Executable file

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BIN
assets/smaa/smaa_search.raw Executable file

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@ -12,6 +12,16 @@
TMyApplication* Application;
#define AREATEX_WIDTH 160
#define AREATEX_HEIGHT 560
#define SEARCHTEX_WIDTH 66
#define SEARCHTEX_HEIGHT 33
GLuint area_tex;
GLuint search_tex;
void TMyApplication::InnerInit()
{
@ -38,13 +48,20 @@ void TMyApplication::InnerInit()
ResourceManager->ShaderManager.AddShader("DefaultShader", "shader1vertex.txt", "shader1fragment.txt");
ResourceManager->ShaderManager.AddShader("FrameShader", "frameshader_vertex.txt", "frameshader_fragment.txt");
ResourceManager->ShaderManager.AddShader("ColorShader", "color_vertex.txt", "color_fragment.txt");
ResourceManager->ShaderManager.AddShader("SSAA_4X", "SSAA_4X.vertex", "SSAA_4X.frag");
ResourceManager->ShaderManager.AddShader("SmaaEdge", "smaa/edge_vertex.txt", "smaa/edge_fragment.txt");
ResourceManager->ShaderManager.AddShader("SmaaBlend", "smaa/blend_vertex.txt", "smaa/blend_fragment.txt");
ResourceManager->ShaderManager.AddShader("SmaaNeighborhood", "smaa/neighborhood_vertex.txt", "smaa/neighborhood_fragment.txt");
Renderer->PushShader("DefaultShader");
ResourceManager->TexList.AddTexture("console_bkg.bmp");
ResourceManager->FrameManager.AddFrameRenderBuffer("LevelBuffer", 512, 512);
ResourceManager->FrameManager.AddFrameRenderBuffer("AlbedoBuffer", 512, 512);
ResourceManager->FrameManager.AddFrameRenderBuffer("EdgeBuffer", 512, 512);
ResourceManager->FrameManager.AddFrameRenderBuffer("BlendBuffer", 512, 512);
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(0, 0, 0));
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(0, 512, 0));
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(512, 512, 0));
@ -53,13 +70,24 @@ void TMyApplication::InnerInit()
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(512, 0, 0));
//Choose colored or black and white -- Vladislav Khorev vladislav.khorev@fishrungames.com
#if 1
pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(1, 0, 0, 1));
pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(1, 0, 0, 1));
pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(0, 1, 0, 1));
pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(0, 0, 1, 1));
pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(0, 0, 1, 1));
pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(0, 1, 0, 1));
#else
pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(1, 1, 1, 1));
pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(1, 1, 1, 1));
pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(1, 1, 1, 1));
pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(0, 0, 0, 1));
pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(0, 0, 0, 1));
pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(0, 0, 0, 1));
#endif
pair.first.ShaderName = "ColorShader";
pair.second.RefreshBuffer();
@ -87,11 +115,64 @@ void TMyApplication::InnerInit()
Renderer->SetOrthoProjection();
Renderer->SetFullScreenViewport();
glDisable(GL_BLEND); //Don't forget to disable blending or whole thing will not work!!! -- Vladislav Khorev vladislav.khorev@fishrungames.com
Inited = true;
//This is stuff from original https://github.com/scrawl/smaa-opengl
//We must have these textures to be used for pattern matching or something -- Vladislav Khorev vladislav.khorev@fishrungames.com
unsigned char* buffer = 0;
FILE* f = 0;
buffer = new unsigned char[1024 * 1024];
f = fopen((ST::PathToResources + "smaa/smaa_area.raw").c_str(), "rb"); //rb stands for "read binary file"
if (!f)
{
std::cerr << "Couldn't open smaa_area.raw.\n";
}
fread(buffer, AREATEX_WIDTH * AREATEX_HEIGHT * 2, 1, f);
fclose(f);
f = 0;
glGenTextures(1, &area_tex);
glBindTexture(GL_TEXTURE_2D, area_tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RG8, (GLsizei)AREATEX_WIDTH, (GLsizei)AREATEX_HEIGHT, 0, GL_RG, GL_UNSIGNED_BYTE, buffer);
f = fopen((ST::PathToResources + "smaa/smaa_search.raw").c_str(), "rb");
if (!f)
{
std::cerr << "Couldn't open smaa_search.raw.\n";
}
fread(buffer, SEARCHTEX_WIDTH * SEARCHTEX_HEIGHT, 1, f);
fclose(f);
f = 0;
glGenTextures(1, &search_tex);
glBindTexture(GL_TEXTURE_2D, search_tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, (GLsizei)SEARCHTEX_WIDTH, (GLsizei)SEARCHTEX_HEIGHT, 0, GL_RED, GL_UNSIGNED_BYTE, buffer);
delete[] buffer;
}
void TMyApplication::InnerDeinit()
@ -103,6 +184,9 @@ void TMyApplication::InnerDeinit()
*Console<<"APP DEINIT\n";
}
glDeleteTextures(1, &search_tex);
glDeleteTextures(1, &area_tex);
}
void TMyApplication::InnerOnTapDown(Vector2f p)
@ -133,14 +217,17 @@ void TMyApplication::OnFling(Vector2f v)
void TMyApplication::InnerDraw()
{
Renderer->SwitchToFrameBuffer("LevelBuffer");
//Render the frame
Renderer->SwitchToFrameBuffer("AlbedoBuffer");
Renderer->SetProjectionMatrix(512.f, 512.f);
glClearColor(0.0f, 0.0f, 1.0f, 1.0f);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
CheckGlError("");
{
//Render here all objects that you want to have -- Vladislav Khorev vladislav.khorev@fishrungames.com
TRenderParamsSetter params(pair.first);
Renderer->DrawTriangleList(pair.second);
}
@ -148,47 +235,104 @@ void TMyApplication::InnerDraw()
CheckGlError("");
Renderer->SwitchToScreen();
Renderer->SetFullScreenViewport();
//-------------------------
//First pass - edge detection
Renderer->PushShader("SmaaEdge");
const float cos30 = sqrt(3) / 2;
const float sin30 = 0.5f;
const float sampleRadiusX = 0.75 / 512;
const float sampleRadiusY = 0.75 / 512;
Renderer->SwitchToFrameBuffer("EdgeBuffer");
Renderer->SetProjectionMatrix(512.f, 512.f);
Matrix2f rotate30Matrix;
rotate30Matrix(0, 0) = cos30;
rotate30Matrix(0, 1) = sin30;
rotate30Matrix(1, 0) = -sin30;
rotate30Matrix(1, 1) = cos30;
RenderUniform1i("albedo_tex", 0);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, ResourceManager->FrameManager.GetFrameTexture("AlbedoBuffer"));
Renderer->PushShader("SSAA_4X");
std::array<Vector2f, 4> sampleVector = {
Vector2f(sampleRadiusX, sampleRadiusY),
Vector2f(-sampleRadiusX, sampleRadiusY),
Vector2f(-sampleRadiusX, -sampleRadiusY),
Vector2f(sampleRadiusX, -sampleRadiusY)
};
for (size_t i = 0; i < 4; i++)
{
sampleVector[i] = rotate30Matrix * sampleVector[i];
RenderUniform2fv("samplesOffset[" + boost::lexical_cast<std::string>(i) + "]", &sampleVector[i][0]);
}
glBindTexture(GL_TEXTURE_2D, ResourceManager->FrameManager.GetFrameTexture("LevelBuffer"));
Renderer->DrawTriangleList(rect.second);
Renderer->PopShader();
CheckGlError("");
//-------------------------
//Second pass - blend plus pattern matching
Renderer->PushShader("SmaaBlend");
Renderer->SwitchToFrameBuffer("BlendBuffer");
Renderer->SetProjectionMatrix(512.f, 512.f);
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
RenderUniform1i("edge_tex", 0);
RenderUniform1i("area_tex", 1);
RenderUniform1i("search_tex", 2);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, ResourceManager->FrameManager.GetFrameTexture("EdgeBuffer"));
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, area_tex);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, search_tex);
Renderer->DrawTriangleList(rect.second);
Renderer->PopShader();
CheckGlError("");
#if 1
//-------------------------
//Last pass - neightborhood
Renderer->PushShader("SmaaNeighborhood");
Renderer->SwitchToScreen();
Renderer->SetFullScreenViewport();
Renderer->SetProjectionMatrix(512.f, 512.f);
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
RenderUniform1i("albedo_tex", 0);
RenderUniform1i("blend_tex", 1);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, ResourceManager->FrameManager.GetFrameTexture("BlendBuffer"));
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, ResourceManager->FrameManager.GetFrameTexture("AlbedoBuffer"));
Renderer->DrawTriangleList(rect.second);
Renderer->PopShader();
CheckGlError("");
#else
//... or just render intermediate buffers to see what is going on
Renderer->PushShader("DefaultShader");
Renderer->SwitchToScreen();
Renderer->SetFullScreenViewport();
Renderer->SetProjectionMatrix(512.f, 512.f);
glActiveTexture(GL_TEXTURE0);
//Choose any to render for debug:
//glBindTexture(GL_TEXTURE_2D, ResourceManager->FrameManager.GetFrameTexture("AlbedoBuffer"));
//glBindTexture(GL_TEXTURE_2D, ResourceManager->FrameManager.GetFrameTexture("EdgeBuffer"));
glBindTexture(GL_TEXTURE_2D, ResourceManager->FrameManager.GetFrameTexture("BlendBuffer"));
Renderer->DrawTriangleList(rect.second);
Renderer->PopShader();
CheckGlError("");
#endif
}