102 lines
3.1 KiB
Plaintext
Executable File
102 lines
3.1 KiB
Plaintext
Executable File
#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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vec4 SMAANeighborhoodBlendingPS(vec2 texcoord,
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vec4 offset[2],
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sampler2D colorTex,
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sampler2D blendTex) {
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// Fetch the blending weights for current pixel:
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vec4 a;
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a.xz = texture(blendTex, texcoord).xz;
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a.y = texture(blendTex, offset[1].zw).g;
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a.w = texture(blendTex, offset[1].xy).a;
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// Is there any blending weight with a value greater than 0.0?
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//SMAA_BRANCH
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if (dot(a, vec4(1.0, 1.0, 1.0, 1.0)) < 1e-5)
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return textureLod(colorTex, texcoord, 0.0);
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else {
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vec4 color = vec4(0.0, 0.0, 0.0, 0.0);
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// Up to 4 lines can be crossing a pixel (one through each edge). We
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// favor blending by choosing the line with the maximum weight for each
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// direction:
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vec2 offset;
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offset.x = a.a > a.b? a.a : -a.b; // left vs. right
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offset.y = a.g > a.r? a.g : -a.r; // top vs. bottom
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// Then we go in the direction that has the maximum weight:
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if (abs(offset.x) > abs(offset.y)) // horizontal vs. vertical
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offset.y = 0.0;
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else
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offset.x = 0.0;
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#if SMAA_REPROJECTION == 1
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// Fetch the opposite color and lerp by hand:
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vec4 C = textureLod(colorTex, texcoord, 0.0);
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texcoord += sign(offset) * SMAA_PIXEL_SIZE;
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vec4 Cop = textureLod(colorTex, texcoord, 0.0);
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float s = abs(offset.x) > abs(offset.y)? abs(offset.x) : abs(offset.y);
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// Unpack the velocity values:
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C.a *= C.a;
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Cop.a *= Cop.a;
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// Lerp the colors:
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vec4 Caa = mix(C, Cop, s);
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// Unpack velocity and return the resulting value:
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Caa.a = sqrt(Caa.a);
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return Caa;
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#else
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// Fetch the opposite color and lerp by hand:
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vec4 C = textureLod(colorTex, texcoord, 0.0);
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texcoord += sign(offset) * SMAA_PIXEL_SIZE;
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vec4 Cop = textureLod(colorTex, texcoord, 0.0);
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float s = abs(offset.x) > abs(offset.y)? abs(offset.x) : abs(offset.y);
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return mix(C, Cop, s);
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#endif
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}
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}
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/* ------------- Header is over -------------- */
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uniform sampler2D albedo_tex;
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uniform sampler2D blend_tex;
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in vec2 texcoord;
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in vec4 offset[2];
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in vec4 dummy2;
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void main()
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{
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gl_FragColor = SMAANeighborhoodBlendingPS(texcoord, offset, albedo_tex, blend_tex);
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} |