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@@ -1,68 +0,0 @@
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precision mediump float;
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uniform sampler2D Texture;
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uniform sampler2D NormalMap;
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uniform sampler2D HeightMap;
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precision highp float;
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varying vec2 frag_uv;
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varying vec3 ts_light_pos;
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varying vec3 ts_view_pos;
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varying vec3 ts_frag_pos;
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const float num_layers = 16.0;
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const float depth_scale = 0.01;
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vec2 parallax_uv(vec2 uv, vec3 view_dir)
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{
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float layer_depth = 1.0 / num_layers;
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float cur_layer_depth = 0.0;
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vec2 delta_uv = view_dir.xy * depth_scale / (view_dir.z * num_layers);
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vec2 cur_uv = uv;
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float depth_from_tex = texture2D(HeightMap, cur_uv).r;
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for (int i = 0; i < 32; i++) {
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cur_layer_depth += layer_depth;
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cur_uv -= delta_uv;
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depth_from_tex = texture2D(HeightMap, cur_uv).r;
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if (depth_from_tex < cur_layer_depth) {
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break;
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}
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}
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// Parallax occlusion mapping
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vec2 prev_uv = cur_uv + delta_uv;
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float next = depth_from_tex - cur_layer_depth;
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float prev = texture2D(HeightMap, prev_uv).r - cur_layer_depth
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+ layer_depth;
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float weight = next / (next - prev);
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return mix(cur_uv, prev_uv, weight);
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}
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void main(void)
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{
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vec3 light_dir = normalize(ts_light_pos - ts_frag_pos);
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vec3 view_dir = normalize(ts_view_pos - ts_frag_pos);
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// Only perturb the texture coordinates if a parallax technique is selected
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vec2 uv = parallax_uv(frag_uv, view_dir);
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//vec2 uv = frag_uv;
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vec3 albedo = texture2D(Texture, uv).rgb;
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vec3 ambient = 0.3 * albedo;
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// Normal mapping
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vec3 norm = normalize(texture2D(NormalMap, uv).rgb * 2.0 - 1.0);
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float diffuse = max(dot(light_dir, norm), 0.0);
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gl_FragColor = vec4(diffuse * albedo + ambient, 1.0);
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}
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@@ -1,60 +0,0 @@
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attribute vec3 vPosition;
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attribute vec2 vTexCoord;
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uniform vec3 eye;
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uniform mat4 ModelViewMatrix;
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uniform mat3 NormalMatrix;
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uniform mat4 ProjectionMatrix1;
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uniform mat3 ModelViewMatrix3x3;
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varying vec2 frag_uv;
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varying vec3 ts_light_pos; // Tangent space values
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varying vec3 ts_view_pos; //
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varying vec3 ts_frag_pos; //
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mat3 transpose(in mat3 inMatrix)
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{
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vec3 i0 = inMatrix[0];
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vec3 i1 = inMatrix[1];
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vec3 i2 = inMatrix[2];
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mat3 outMatrix = mat3(
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vec3(i0.x, i1.x, i2.x),
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vec3(i0.y, i1.y, i2.y),
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vec3(i0.z, i1.z, i2.z)
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);
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return outMatrix;
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}
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void main()
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{
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vec3 vert_norm = vec3(0, 1, 0);
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vec3 vert_tang = vec3(1, 0, 0);
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vec3 vert_bitang = vec3(0, 0, 1);
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mat4 mvp = ProjectionMatrix1 * ModelViewMatrix;
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gl_Position = mvp * vec4(vPosition.xyz, 1.0);
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ts_frag_pos = vec3(ModelViewMatrix * vec4(vPosition.xyz, 1.0));
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vec3 t = normalize((NormalMatrix) * vert_tang);
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vec3 b = normalize((NormalMatrix) * vert_bitang);
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vec3 n = normalize((NormalMatrix) * vert_norm);
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mat3 tbn = transpose(mat3(t, b, n));
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ts_light_pos = tbn * vec3(1,2,0);
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//ts_view_pos = tbn * eye;
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ts_view_pos = tbn * vec3(0,0,0);
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ts_frag_pos = tbn * ts_frag_pos;
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frag_uv = vTexCoord;
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}
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@@ -7,7 +7,7 @@ void main()
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{
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{
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vec4 color = texture2D(Texture,texCoord).rgba;
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vec4 color = texture2D(Texture,texCoord).rgba;
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gl_FragColor = vec4(color.rgb, color.a * Transparency);
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gl_FragColor = vec4(color.rgb, 1.0);
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@@ -0,0 +1,422 @@
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#version 410 compatibility
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#define SMAA_PIXEL_SIZE vec2(1.0 / 512.0, 1.0 / 512.0)
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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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// Diagonal Search Functions
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/**
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* These functions allows to perform diagonal pattern searches.
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*/
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float SMAASearchDiag1(sampler2D edgesTex, vec2 texcoord, vec2 dir, float c) {
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texcoord += dir * SMAA_PIXEL_SIZE;
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vec2 e = vec2(0.0, 0.0);
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float i;
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for (i = 0.0; i < float(SMAA_MAX_SEARCH_STEPS_DIAG); i++) {
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e.rg = textureLod(edgesTex, texcoord, 0.0).rg;
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//SMAA_FLATTEN
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if (dot(e, vec2(1.0, 1.0)) < 1.9) break;
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texcoord += dir * SMAA_PIXEL_SIZE;
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}
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return i + float(e.g > 0.9) * c;
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}
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float SMAASearchDiag2(sampler2D edgesTex, vec2 texcoord, vec2 dir, float c) {
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texcoord += dir * SMAA_PIXEL_SIZE;
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vec2 e = vec2(0.0, 0.0);
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float i;
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for (i = 0.0; i < float(SMAA_MAX_SEARCH_STEPS_DIAG); i++) {
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e.g = textureLod(edgesTex, texcoord, 0.0).g;
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e.r = textureLodOffset(edgesTex, texcoord, 0.0, ivec2(1, 0)).r;
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//SMAA_FLATTEN
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if (dot(e, vec2(1.0, 1.0)) < 1.9) break;
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texcoord += dir * SMAA_PIXEL_SIZE;
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}
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return i + float(e.g > 0.9) * c;
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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 = float(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 = 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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return textureLod(areaTex, texcoord, 0.0).rg;
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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, ivec4 subsampleIndices) {
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vec2 weights = vec2(0.0, 0.0);
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vec2 d;
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d.x = e.r > 0.0? SMAASearchDiag1(edgesTex, texcoord, vec2(-1.0, 1.0), 1.0) : 0.0;
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d.y = SMAASearchDiag1(edgesTex, texcoord, vec2(1.0, -1.0), 0.0);
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//SMAA_BRANCH
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if (d.r + d.g > 2.0) { // d.r + d.g + 1 > 3
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vec4 coords = fma(vec4(-d.r, d.r, d.g, -d.g), SMAA_PIXEL_SIZE.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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vec2 e = 2.0 * c.xz + c.yw;
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float t = float(SMAA_MAX_SEARCH_STEPS_DIAG) - 1.0;
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e *= step(d.rg, vec2(t, t));
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weights += SMAAAreaDiag(areaTex, d, e, float(subsampleIndices.z));
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}
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d.x = SMAASearchDiag2(edgesTex, texcoord, vec2(-1.0, -1.0), 0.0);
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float right = textureLodOffset(edgesTex, texcoord, 0.0, ivec2(1, 0)).r;
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d.y = right > 0.0? SMAASearchDiag2(edgesTex, texcoord, vec2(1.0, 1.0), 1.0) : 0.0;
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//SMAA_BRANCH
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if (d.r + d.g > 2.0) { // d.r + d.g + 1 > 3
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vec4 coords = fma(vec4(-d.r, -d.r, d.g, d.g), SMAA_PIXEL_SIZE.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 e = 2.0 * c.xz + c.yw;
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float t = float(SMAA_MAX_SEARCH_STEPS_DIAG) - 1.0;
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e *= step(d.rg, vec2(t, t));
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weights += SMAAAreaDiag(areaTex, d, e, float(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 bias, float scale) {
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// Not required if searchTex accesses are set to point:
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// vec2 SEARCH_TEX_PIXEL_SIZE = 1.0 / vec2(66.0, 33.0);
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// e = vec2(bias, 0.0) + 0.5 * SEARCH_TEX_PIXEL_SIZE +
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// e * vec2(scale, 1.0) * vec2(64.0, 32.0) * SEARCH_TEX_PIXEL_SIZE;
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e.r = bias + e.r * scale;
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e.g = -e.g;
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return 255.0 * textureLod(searchTex, e, 0.0).r;
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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 -= vec2(2.0, 0.0) * SMAA_PIXEL_SIZE;
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}
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// We correct the previous (-0.25, -0.125) offset we applied:
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texcoord.x += 0.25 * SMAA_PIXEL_SIZE.x;
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// The searches are bias by 1, so adjust the coords accordingly:
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texcoord.x += SMAA_PIXEL_SIZE.x;
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// Disambiguate the length added by the last step:
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texcoord.x += 2.0 * SMAA_PIXEL_SIZE.x; // Undo last step
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texcoord.x -= SMAA_PIXEL_SIZE.x * SMAASearchLength(searchTex, e, 0.0, 0.5);
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return 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 += vec2(2.0, 0.0) * SMAA_PIXEL_SIZE;
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}
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texcoord.x -= 0.25 * SMAA_PIXEL_SIZE.x;
|
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texcoord.x -= SMAA_PIXEL_SIZE.x;
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texcoord.x -= 2.0 * SMAA_PIXEL_SIZE.x;
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||||||
|
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));
|
||||||
|
|
||||||
|
}
|
||||||
@@ -0,0 +1,74 @@
|
|||||||
|
#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);
|
||||||
|
}
|
||||||
@@ -0,0 +1,105 @@
|
|||||||
|
#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);
|
||||||
|
}
|
||||||
@@ -0,0 +1,67 @@
|
|||||||
|
#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);
|
||||||
|
}
|
||||||
@@ -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);
|
||||||
|
}
|
||||||
@@ -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);
|
||||||
|
}
|
||||||
@@ -12,39 +12,14 @@
|
|||||||
TMyApplication* Application;
|
TMyApplication* Application;
|
||||||
|
|
||||||
|
|
||||||
|
#define AREATEX_WIDTH 160
|
||||||
|
#define AREATEX_HEIGHT 560
|
||||||
|
#define SEARCHTEX_WIDTH 66
|
||||||
|
#define SEARCHTEX_HEIGHT 33
|
||||||
|
|
||||||
Matrix3f quatToMatrix(Vector4f q) {
|
|
||||||
|
GLuint area_tex;
|
||||||
Matrix3f result;
|
GLuint search_tex;
|
||||||
|
|
||||||
double sqw = q(3)*q(3);
|
|
||||||
double sqx = q(0)*q(0);
|
|
||||||
double sqy = q(1)*q(1);
|
|
||||||
double sqz = q(2)*q(2);
|
|
||||||
|
|
||||||
// invs (inverse square length) is only required if quaternion is not already normalised
|
|
||||||
double invs = 1 / (sqx + sqy + sqz + sqw);
|
|
||||||
|
|
||||||
result(0,0) = (sqx - sqy - sqz + sqw)*invs; // since sqw + sqx + sqy + sqz =1/invs*invs
|
|
||||||
result(1,1) = (-sqx + sqy - sqz + sqw)*invs;
|
|
||||||
result(2,2) = (-sqx - sqy + sqz + sqw)*invs;
|
|
||||||
|
|
||||||
double tmp1 = q(0)*q(1);
|
|
||||||
double tmp2 = q(2)*q(3);
|
|
||||||
result(1, 0) = 2.0 * (tmp1 + tmp2)*invs;
|
|
||||||
result(0, 1) = 2.0 * (tmp1 - tmp2)*invs;
|
|
||||||
|
|
||||||
tmp1 = q(0)*q(2);
|
|
||||||
tmp2 = q(1)*q(3);
|
|
||||||
result(2,0) = 2.0 * (tmp1 - tmp2)*invs;
|
|
||||||
result(0,2) = 2.0 * (tmp1 + tmp2)*invs;
|
|
||||||
tmp1 = q(1)*q(2);
|
|
||||||
tmp2 = q(0)*q(3);
|
|
||||||
result(2, 1) = 2.0 * (tmp1 + tmp2)*invs;
|
|
||||||
result(1, 2) = 2.0 * (tmp1 - tmp2)*invs;
|
|
||||||
|
|
||||||
return result;
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
void TMyApplication::InnerInit()
|
void TMyApplication::InnerInit()
|
||||||
@@ -73,133 +48,131 @@ void TMyApplication::InnerInit()
|
|||||||
ResourceManager->ShaderManager.AddShader("DefaultShader", "shader1vertex.txt", "shader1fragment.txt");
|
ResourceManager->ShaderManager.AddShader("DefaultShader", "shader1vertex.txt", "shader1fragment.txt");
|
||||||
ResourceManager->ShaderManager.AddShader("FrameShader", "frameshader_vertex.txt", "frameshader_fragment.txt");
|
ResourceManager->ShaderManager.AddShader("FrameShader", "frameshader_vertex.txt", "frameshader_fragment.txt");
|
||||||
ResourceManager->ShaderManager.AddShader("ColorShader", "color_vertex.txt", "color_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("ParallaxShader", "parallax_vertex.txt", "parallax_fragment.txt");
|
|
||||||
|
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");
|
Renderer->PushShader("DefaultShader");
|
||||||
|
|
||||||
ResourceManager->TexList.AddTexture("console_bkg.bmp");
|
ResourceManager->TexList.AddTexture("console_bkg.bmp");
|
||||||
|
|
||||||
ResourceManager->TexList.AddTexture("background.jpg");
|
ResourceManager->FrameManager.AddFrameRenderBuffer("AlbedoBuffer", 512, 512);
|
||||||
ResourceManager->TexList.AddTexture("HeightMap.png");
|
ResourceManager->FrameManager.AddFrameRenderBuffer("EdgeBuffer", 512, 512);
|
||||||
ResourceManager->TexList.AddTexture("NormalMap.png");
|
ResourceManager->FrameManager.AddFrameRenderBuffer("BlendBuffer", 512, 512);
|
||||||
ResourceManager->TexList.AddTexture("linesAll.png");
|
|
||||||
|
|
||||||
ResourceManager->FrameManager.AddFrameRenderBuffer("LevelBuffer", 512, 512);
|
|
||||||
|
|
||||||
Vector2f const bottomLeft(-500, -500);
|
|
||||||
float const W = 1000;
|
|
||||||
float const H = 1000;
|
|
||||||
|
|
||||||
Vector2f const backgroundBottomLeft(-1000, -1000);
|
|
||||||
float const backgroundW = 2000;
|
|
||||||
float const backgroundH = 2000;
|
|
||||||
|
|
||||||
{
|
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(0, 0, 0));
|
||||||
//resolution of background image
|
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(0, 512, 0));
|
||||||
float const imageW = 512;
|
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(512, 512, 0));
|
||||||
float const imageH = 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(512, 512, 0));
|
||||||
|
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(512, 0, 0));
|
||||||
background.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].emplace_back(Vector3f(backgroundBottomLeft[0], 0, backgroundBottomLeft[1]));
|
|
||||||
background.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].emplace_back(Vector3f(backgroundBottomLeft[0], 0, backgroundBottomLeft[1] + backgroundH));
|
|
||||||
background.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].emplace_back(Vector3f(backgroundBottomLeft[0] + backgroundW, 0, backgroundBottomLeft[1] + backgroundH));
|
|
||||||
|
|
||||||
background.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].emplace_back(Vector3f(backgroundBottomLeft[0] + backgroundW, 0, backgroundBottomLeft[0] + backgroundH));
|
|
||||||
background.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].emplace_back(Vector3f(backgroundBottomLeft[0] + backgroundW, 0, backgroundBottomLeft[0]));
|
|
||||||
background.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].emplace_back(Vector3f(backgroundBottomLeft[0], 0, backgroundBottomLeft[0]));
|
|
||||||
|
|
||||||
float const tw = backgroundW / imageW;
|
|
||||||
float const th = backgroundH / imageH;
|
|
||||||
|
|
||||||
background.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].emplace_back(Vector2f(0, th));
|
|
||||||
background.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].emplace_back(Vector2f(0, 0));
|
|
||||||
background.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].emplace_back(Vector2f(tw, 0));
|
|
||||||
|
|
||||||
background.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].emplace_back(Vector2f(tw, 0));
|
|
||||||
background.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].emplace_back(Vector2f(tw, th));
|
|
||||||
background.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].emplace_back(Vector2f(0, th));
|
|
||||||
|
|
||||||
background.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].emplace_back(Vector4f(1, 1, 1, 1));
|
|
||||||
background.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].emplace_back(Vector4f(1, 1, 1, 1));
|
|
||||||
background.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].emplace_back(Vector4f(1, 1, 1, 1));
|
|
||||||
|
|
||||||
background.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].emplace_back(Vector4f(1, 1, 1, 1));
|
|
||||||
background.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].emplace_back(Vector4f(1, 1, 1, 1));
|
|
||||||
background.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].emplace_back(Vector4f(1, 1, 1, 1));
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
{
|
//Choose colored or black and white -- Vladislav Khorev vladislav.khorev@fishrungames.com
|
||||||
//resolution of linesAll.png
|
#if 1
|
||||||
float const texW = 900;
|
pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(1, 0, 0, 1));
|
||||||
float const texH = 900;
|
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));
|
||||||
float const step = 12;
|
pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(0, 0, 1, 1));
|
||||||
float const thick = 10;
|
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));
|
||||||
auto f = [this, texW, texH, thick, W, H] (const Vector3f &p1, const Vector3f &p2) {
|
#else
|
||||||
auto pv = p2 - p1;
|
|
||||||
Vector3f ortho(pv[2], 0, pv[0]);
|
|
||||||
ortho.normalize();
|
|
||||||
auto p3 = p2 + ortho * thick;
|
|
||||||
auto p4 = p1 + ortho * thick;
|
|
||||||
|
|
||||||
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(p1);
|
|
||||||
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(p2);
|
|
||||||
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(p3);
|
|
||||||
|
|
||||||
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(p3);
|
|
||||||
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(p4);
|
|
||||||
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(p1);
|
|
||||||
|
|
||||||
auto texThick = thick / texW;
|
|
||||||
auto m = (p1[0] + p2[0]) / 2 / texW;
|
|
||||||
auto y = H / texH;
|
|
||||||
|
|
||||||
fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(m, 0));
|
|
||||||
fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(m, y));
|
|
||||||
fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(m + texThick, y));
|
|
||||||
|
|
||||||
fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(m + texThick, y));
|
|
||||||
fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(m + texThick, 0));
|
|
||||||
fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(m, 0));
|
|
||||||
|
|
||||||
};
|
|
||||||
|
|
||||||
Vector3f const stepDirection(1, 0, 0);
|
|
||||||
Vector3f p1(bottomLeft[0], 0, -bottomLeft[1]);
|
|
||||||
|
|
||||||
while (p1[0] < bottomLeft[0] + W) {
|
|
||||||
|
|
||||||
auto p2 = p1 - Vector3f(0, 0, W);
|
|
||||||
f(p1, p2);
|
|
||||||
|
|
||||||
auto p3 = p1 + step * stepDirection;
|
|
||||||
f(p3, p2);
|
|
||||||
|
|
||||||
p1 = p3;
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
background.first.ShaderName ="DefaultShader";
|
|
||||||
fabricRender.first.ShaderName = "ParallaxShader";
|
|
||||||
|
|
||||||
/*
|
pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(1, 1, 1, 1));
|
||||||
* Line below should be in tes-engine/include/ShaderManager/ShaderManager.h
|
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));
|
||||||
std::string const CONST_STRING_HEIGHTMAP_UNIFORM = "HeightMap";
|
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));
|
||||||
|
|
||||||
background.first.SamplerMap[CONST_STRING_TEXTURE_UNIFORM] = "background.jpg";
|
#endif
|
||||||
|
pair.first.ShaderName = "ColorShader";
|
||||||
|
|
||||||
fabricRender.first.SamplerMap[CONST_STRING_NORMALMAP_UNIFORM] = "NormalMap.png";
|
pair.second.RefreshBuffer();
|
||||||
fabricRender.first.SamplerMap[CONST_STRING_HEIGHTMAP_UNIFORM] = "HeightMap.png";
|
|
||||||
fabricRender.first.SamplerMap[CONST_STRING_TEXTURE_UNIFORM] = "linesAll.png";
|
|
||||||
|
|
||||||
background.second.RefreshBuffer();
|
|
||||||
fabricRender.second.RefreshBuffer();
|
|
||||||
|
|
||||||
|
rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(0, 0, 0));
|
||||||
|
rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(0, 512, 0));
|
||||||
|
rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(512, 512, 0));
|
||||||
|
rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(512, 512, 0));
|
||||||
|
rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(512, 0, 0));
|
||||||
|
rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(0, 0, 0));
|
||||||
|
|
||||||
|
rect.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0, 0));
|
||||||
|
rect.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0, 1));
|
||||||
|
rect.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(1, 1));
|
||||||
|
rect.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(1, 1));
|
||||||
|
rect.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(1, 0));
|
||||||
|
rect.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0, 0));
|
||||||
|
|
||||||
|
|
||||||
|
rect.second.RefreshBuffer();
|
||||||
|
|
||||||
|
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;
|
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()
|
void TMyApplication::InnerDeinit()
|
||||||
@@ -211,6 +184,9 @@ void TMyApplication::InnerDeinit()
|
|||||||
*Console<<"APP DEINIT\n";
|
*Console<<"APP DEINIT\n";
|
||||||
}
|
}
|
||||||
|
|
||||||
|
glDeleteTextures(1, &search_tex);
|
||||||
|
glDeleteTextures(1, &area_tex);
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void TMyApplication::InnerOnTapDown(Vector2f p)
|
void TMyApplication::InnerOnTapDown(Vector2f p)
|
||||||
@@ -230,109 +206,133 @@ void TMyApplication::InnerOnTapUpAfterMove(Vector2f p)
|
|||||||
|
|
||||||
void TMyApplication::InnerOnMove(Vector2f p, Vector2f shift)
|
void TMyApplication::InnerOnMove(Vector2f p, Vector2f shift)
|
||||||
{
|
{
|
||||||
phi += shift(1)*0.02f;
|
|
||||||
|
|
||||||
if (phi < pi/12)
|
|
||||||
{
|
|
||||||
phi = pi / 12;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (phi > pi / 2)
|
|
||||||
{
|
|
||||||
phi = pi / 2;
|
|
||||||
}
|
|
||||||
|
|
||||||
alpha -= shift(0)*0.02f;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void TMyApplication::OnFling(Vector2f v)
|
void TMyApplication::OnFling(Vector2f v)
|
||||||
{
|
{
|
||||||
}
|
}
|
||||||
|
|
||||||
void TMyApplication::OnMouseWheel(short int delta)
|
|
||||||
{
|
|
||||||
distance += delta;
|
|
||||||
|
|
||||||
if (distance > 2500)
|
|
||||||
{
|
|
||||||
distance = 2500;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (distance < 100)
|
|
||||||
{
|
|
||||||
distance = 100;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
void TMyApplication::InnerDraw()
|
void TMyApplication::InnerDraw()
|
||||||
{
|
{
|
||||||
|
|
||||||
Renderer->SetPerspectiveProjection(pi / 6, 10.f, 10000.f);
|
//Render the frame
|
||||||
|
Renderer->SwitchToFrameBuffer("AlbedoBuffer");
|
||||||
|
Renderer->SetProjectionMatrix(512.f, 512.f);
|
||||||
|
|
||||||
Renderer->SetFullScreenViewport();
|
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
|
||||||
|
|
||||||
Renderer->PushMatrix();
|
|
||||||
|
|
||||||
Renderer->TranslateMatrix(Vector3f(0, 0, -distance));
|
|
||||||
|
|
||||||
Vector4f quat1 = Vector4f(sin(phi / 2), 0, 0, cos(phi / 2));
|
|
||||||
Vector4f quat2 = Vector4f(0, sin(alpha / 2), 0, cos(alpha / 2));
|
|
||||||
|
|
||||||
|
|
||||||
Renderer->RotateMatrix(quat1);
|
|
||||||
|
|
||||||
Renderer->RotateMatrix(quat2);
|
|
||||||
|
|
||||||
|
|
||||||
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
|
|
||||||
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
|
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
|
||||||
glDisable(GL_DEPTH_TEST);
|
CheckGlError("");
|
||||||
|
|
||||||
|
|
||||||
|
{
|
||||||
|
//Render here all objects that you want to have -- Vladislav Khorev vladislav.khorev@fishrungames.com
|
||||||
|
TRenderParamsSetter params(pair.first);
|
||||||
|
Renderer->DrawTriangleList(pair.second);
|
||||||
|
}
|
||||||
|
|
||||||
CheckGlError("");
|
CheckGlError("");
|
||||||
|
|
||||||
auto mat1 = quatToMatrix(quat1);
|
|
||||||
|
|
||||||
auto mat2 = quatToMatrix(quat2);
|
//-------------------------
|
||||||
|
//First pass - edge detection
|
||||||
|
|
||||||
Vector3f lightPos = {0.f, 1.f, 1.f};
|
Renderer->PushShader("SmaaEdge");
|
||||||
|
|
||||||
Vector3f eye = mat2 * mat1 * Vector3f(0.0f, 0.f, -distance);
|
|
||||||
|
|
||||||
{
|
|
||||||
TRenderParamsSetter params(background.first);
|
|
||||||
|
|
||||||
RenderUniform3fv("eye", eye.data());
|
|
||||||
RenderUniform3fv("lightPos", lightPos.data());
|
|
||||||
|
|
||||||
Matrix3f normMatrix = Renderer->GetModelviewMatrix().inverse().transpose().block<3, 3>(0, 0);
|
|
||||||
|
|
||||||
RenderUniformMatrix3fv("NormalMatrix", false, normMatrix.data());
|
|
||||||
RenderUniformMatrix4fv("ModelViewMatrix", false, Renderer->GetModelviewMatrix().data());
|
|
||||||
RenderUniformMatrix3fv("ModelViewMatrix3x3", false, Renderer->GetModelviewMatrix().block<3, 3>(0, 0).data());
|
|
||||||
|
|
||||||
Renderer->DrawTriangleList(background.second);
|
|
||||||
}
|
|
||||||
{
|
|
||||||
TRenderParamsSetter params(fabricRender.first);
|
|
||||||
|
|
||||||
RenderUniform3fv("eye", eye.data());
|
|
||||||
RenderUniform3fv("lightPos", lightPos.data());
|
|
||||||
|
|
||||||
Matrix3f normMatrix = Renderer->GetModelviewMatrix().inverse().transpose().block<3,3>(0,0);
|
|
||||||
|
|
||||||
RenderUniformMatrix3fv("NormalMatrix", false, normMatrix.data());
|
|
||||||
RenderUniformMatrix4fv("ModelViewMatrix", false, Renderer->GetModelviewMatrix().data());
|
|
||||||
RenderUniformMatrix3fv("ModelViewMatrix3x3", false, Renderer->GetModelviewMatrix().block<3,3>(0,0).data());
|
|
||||||
|
|
||||||
Renderer->DrawTriangleList(fabricRender.second);
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
Renderer->PopMatrix();
|
Renderer->SwitchToFrameBuffer("EdgeBuffer");
|
||||||
|
Renderer->SetProjectionMatrix(512.f, 512.f);
|
||||||
|
|
||||||
|
RenderUniform1i("albedo_tex", 0);
|
||||||
|
|
||||||
|
glActiveTexture(GL_TEXTURE0);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, ResourceManager->FrameManager.GetFrameTexture("AlbedoBuffer"));
|
||||||
|
|
||||||
|
|
||||||
|
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("");
|
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
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|||||||
@@ -33,8 +33,8 @@ protected:
|
|||||||
bool Inited;
|
bool Inited;
|
||||||
|
|
||||||
public:
|
public:
|
||||||
TRenderPair fabricRender;
|
TRenderPair pair;
|
||||||
TRenderPair background;
|
TRenderPair rect;
|
||||||
|
|
||||||
bool Loaded;
|
bool Loaded;
|
||||||
|
|
||||||
@@ -63,14 +63,6 @@ public:
|
|||||||
|
|
||||||
virtual void OnFling(Vector2f v);
|
virtual void OnFling(Vector2f v);
|
||||||
|
|
||||||
virtual void OnMouseWheel(short int delta);
|
|
||||||
|
|
||||||
|
|
||||||
float distance = 2000;
|
|
||||||
|
|
||||||
float alpha = 0;
|
|
||||||
|
|
||||||
float phi = pi / 6;
|
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
||||||
|
|||||||
@@ -0,0 +1,33 @@
|
|||||||
|
<?xml version="1.0" encoding="utf-8"?>
|
||||||
|
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||||
|
<ItemGroup>
|
||||||
|
<Filter Include="Файлы исходного кода">
|
||||||
|
<UniqueIdentifier>{4FC737F1-C7A5-4376-A066-2A32D752A2FF}</UniqueIdentifier>
|
||||||
|
<Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
|
||||||
|
</Filter>
|
||||||
|
<Filter Include="Заголовочные файлы">
|
||||||
|
<UniqueIdentifier>{93995380-89BD-4b04-88EB-625FBE52EBFB}</UniqueIdentifier>
|
||||||
|
<Extensions>h;hpp;hxx;hm;inl;inc;xsd</Extensions>
|
||||||
|
</Filter>
|
||||||
|
<Filter Include="Файлы ресурсов">
|
||||||
|
<UniqueIdentifier>{67DA6AB6-F800-4c08-8B7A-83BB121AAD01}</UniqueIdentifier>
|
||||||
|
<Extensions>rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe;resx;tiff;tif;png;wav;mfcribbon-ms</Extensions>
|
||||||
|
</Filter>
|
||||||
|
</ItemGroup>
|
||||||
|
<ItemGroup>
|
||||||
|
<ClCompile Include="main.cpp">
|
||||||
|
<Filter>Файлы исходного кода</Filter>
|
||||||
|
</ClCompile>
|
||||||
|
<ClCompile Include="..\..\..\game\main_code.cpp">
|
||||||
|
<Filter>Файлы исходного кода</Filter>
|
||||||
|
</ClCompile>
|
||||||
|
</ItemGroup>
|
||||||
|
<ItemGroup>
|
||||||
|
<ClInclude Include="main.h">
|
||||||
|
<Filter>Заголовочные файлы</Filter>
|
||||||
|
</ClInclude>
|
||||||
|
<ClInclude Include="..\..\..\game\main_code.h">
|
||||||
|
<Filter>Заголовочные файлы</Filter>
|
||||||
|
</ClInclude>
|
||||||
|
</ItemGroup>
|
||||||
|
</Project>
|
||||||