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diff --git a/src/Runtime/ogl-runtime b/src/Runtime/ogl-runtime new file mode 160000 +Subproject 2025912174c4cf99270b7439ec3b021e1d089ae diff --git a/src/Runtime/ogl-runtime/res/effectlib/SMAA.glsllib b/src/Runtime/ogl-runtime/res/effectlib/SMAA.glsllib deleted file mode 100644 index 97e0153a..00000000 --- a/src/Runtime/ogl-runtime/res/effectlib/SMAA.glsllib +++ /dev/null @@ -1,1444 +0,0 @@ -/**************************************************************************** -** -** Copyright (C) 2014 NVIDIA Corporation. -** Copyright (C) 2017 The Qt Company Ltd. -** Contact: https://www.qt.io/licensing/ -** -** This file is part of Qt 3D Studio. -** -** $QT_BEGIN_LICENSE:GPL$ -** Commercial License Usage -** Licensees holding valid commercial Qt licenses may use this file in -** accordance with the commercial license agreement provided with the -** Software or, alternatively, in accordance with the terms contained in -** a written agreement between you and The Qt Company. For licensing terms -** and conditions see https://www.qt.io/terms-conditions. For further -** information use the contact form at https://www.qt.io/contact-us. -** -** GNU General Public License Usage -** Alternatively, this file may be used under the terms of the GNU -** General Public License version 3 or (at your option) any later version -** approved by the KDE Free Qt Foundation. The licenses are as published by -** the Free Software Foundation and appearing in the file LICENSE.GPL3 -** included in the packaging of this file. Please review the following -** information to ensure the GNU General Public License requirements will -** be met: https://www.gnu.org/licenses/gpl-3.0.html. -** -** $QT_END_LICENSE$ -** -****************************************************************************/ - -/** - * Copyright (C) 2011 Jorge Jimenez (jorge@iryoku.com) - * Copyright (C) 2011 Jose I. Echevarria (joseignacioechevarria@gmail.com) - * Copyright (C) 2011 Belen Masia (bmasia@unizar.es) - * Copyright (C) 2011 Fernando Navarro (fernandn@microsoft.com) - * Copyright (C) 2011 Diego Gutierrez (diegog@unizar.es) - * All rights reserved. - * - * Redistribution and use in source and binary forms, with or without - * modification, are permitted provided that the following conditions are met: - * - * 1. Redistributions of source code must retain the above copyright notice, - * this list of conditions and the following disclaimer. - * - * 2. Redistributions in binary form must reproduce the following disclaimer - * in the documentation and/or other materials provided with the - * distribution: - * - * "Uses SMAA. Copyright (C) 2011 by Jorge Jimenez, Jose I. Echevarria, - * Tiago Sousa, Belen Masia, Fernando Navarro and Diego Gutierrez." - * - * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS ``AS - * IS'' AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, - * THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR - * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL COPYRIGHT HOLDERS OR CONTRIBUTORS - * BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR - * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF - * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS - * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN - * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) - * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE - * POSSIBILITY OF SUCH DAMAGE. - * - * The views and conclusions contained in the software and documentation are - * those of the authors and should not be interpreted as representing official - * policies, either expressed or implied, of the copyright holders. - */ - - -/** - * _______ ___ ___ ___ ___ - * / || \/ | / \ / \ - * | (---- | \ / | / ^ \ / ^ \ - * \ \ | |\/| | / /_\ \ / /_\ \ - * ----) | | | | | / _____ \ / _____ \ - * |_______/ |__| |__| /__/ \__\ /__/ \__\ - * - * E N H A N C E D - * S U B P I X E L M O R P H O L O G I C A L A N T I A L I A S I N G - * - * http://www.iryoku.com/smaa/ - * - * Hi, welcome aboard! - * - * Here you'll find instructions to get the shader up and running as fast as - * possible. - * - * IMPORTANTE NOTICE: when updating, remember to update both this file and the - * precomputed textures! They may change from version to version. - * - * The shader has three passes, chained together as follows: - * - * |input|------------------ - * v | - * [ SMAA*EdgeDetection ] | - * v | - * |edgesTex| | - * v | - * [ SMAABlendingWeightCalculation ] | - * v | - * |blendTex| | - * v | - * [ SMAANeighborhoodBlending ] <------ - * v - * |output| - * - * Note that each [pass] has its own vertex and pixel shader. - * - * You've three edge detection methods to choose from: luma, color or depth. - * They represent different quality/performance and anti-aliasing/sharpness - * tradeoffs, so our recommendation is for you to choose the one that best - * suits your particular scenario: - * - * - Depth edge detection is usually the fastest but it may miss some edges. - * - * - Luma edge detection is usually more expensive than depth edge detection, - * but catches visible edges that depth edge detection can miss. - * - * - Color edge detection is usually the most expensive one but catches - * chroma-only edges. - * - * For quickstarters: just use luma edge detection. - * - * The general advice is to not rush the integration process and ensure each - * step is done correctly (don't try to integrate SMAA T2x with predicated edge - * detection from the start!). Ok then, let's go! - * - * 1. The first step is to create two RGBA temporal framebuffers for holding - * |edgesTex| and |blendTex|. - * - * In DX10, you can use a RG framebuffer for the edges texture, but in our - * experience it yields worse performance. - * - * On the Xbox 360, you can use the same framebuffer for resolving both - * |edgesTex| and |blendTex|, as they aren't needed simultaneously. - * - * 2. Both temporal framebuffers |edgesTex| and |blendTex| must be cleared - * each frame. Do not forget to clear the alpha channel! - * - * 3. The next step is loading the two supporting precalculated textures, - * 'areaTex' and 'searchTex'. You'll find them in the 'Textures' folder as - * C++ headers, and also as regular DDS files. They'll be needed for the - * 'SMAABlendingWeightCalculation' pass. - * - * If you use the C++ headers, be sure to load them in the format specified - * inside of them. - * - * 4. In DX9, all samplers must be set to linear filtering and clamp, with the - * exception of 'searchTex', which must be set to point filtering. - * - * 5. All texture reads and buffer writes must be non-sRGB, with the exception - * of the input read and the output write of input in - * 'SMAANeighborhoodBlending' (and only in this pass!). If sRGB reads in - * this last pass are not possible, the technique will work anyway, but - * will perform antialiasing in gamma space. - * - * IMPORTANT: for best results the input read for the color/luma edge - * detection should *NOT* be sRGB. - * - * 6. Before including SMAA.h you'll have to setup the framebuffer pixel size, - * the target and any optional configuration defines. Optionally you can - * use a preset. - * - * You have three targets available: - * SMAA_HLSL_3 - * SMAA_HLSL_4 - * SMAA_HLSL_4_1 - * SMAA_GLSL_3 * - * SMAA_GLSL_4 * - * - * * (See SMAA_ONLY_COMPILE_VS below). - * - * And four presets: - * SMAA_PRESET_LOW (%60 of the quality) - * SMAA_PRESET_MEDIUM (%80 of the quality) - * SMAA_PRESET_HIGH (%95 of the quality) - * SMAA_PRESET_ULTRA (%99 of the quality) - * - * For example: - * #define SMAA_PIXEL_SIZE float2(1.0 / 1280.0, 1.0 / 720.0) - * #define SMAA_HLSL_4 1 - * #define SMAA_PRESET_HIGH 1 - * include "SMAA.h" - * - * 7. Then, you'll have to setup the passes as indicated in the scheme above. - * You can take a look into SMAA.fx, to see how we did it for our demo. - * Checkout the function wrappers, you may want to copy-paste them! - * - * 8. It's recommended to validate the produced |edgesTex| and |blendTex|. - * It's advised to not continue with the implementation until both buffers - * are verified to produce identical results to our reference demo. - * - * 9. After you get the last pass to work, it's time to optimize. You'll have - * to initialize a stencil buffer in the first pass (discard is already in - * the code), then mask execution by using it the second pass. The last - * pass should be executed in all pixels. - * - * - * After this point you can choose to enable predicated thresholding, - * temporal supersampling and motion blur integration: - * - * a) If you want to use predicated thresholding, take a look into - * SMAA_PREDICATION; you'll need to pass an extra texture in the edge - * detection pass. - * - * b) If you want to enable temporal supersampling (SMAA T2x): - * - * 1. The first step is to render using subpixel jitters. I won't go into - * detail, but it's as simple as moving each vertex position in the - * vertex shader, you can check how we do it in our DX10 demo. - * - * 2. Then, you must setup the temporal resolve. You may want to take a look - * into SMAAResolve for resolving 2x modes. After you get it working, you'll - * probably see ghosting everywhere. But fear not, you can enable the - * CryENGINE temporal reprojection by setting the SMAA_REPROJECTION macro. - * - * 3. The next step is to apply SMAA to each subpixel jittered frame, just as - * done for 1x. - * - * 4. At this point you should already have something usable, but for best - * results the proper area textures must be set depending on current jitter. - * For this, the parameter 'subsampleIndices' of - * 'SMAABlendingWeightCalculationPS' must be set as follows, for our T2x - * mode: - * - * @SUBSAMPLE_INDICES - * - * | S# | Camera Jitter | subsampleIndices | - * +----+------------------+--------------------+ - * | 0 | ( 0.25, -0.25) | int4(1, 1, 1, 0) | - * | 1 | (-0.25, 0.25) | int4(2, 2, 2, 0) | - * - * These jitter positions assume a bottom-to-top y axis. S# stands for the - * sample number. - * - * More information about temporal supersampling here: - * http://iryoku.com/aacourse/downloads/13-Anti-Aliasing-Methods-in-CryENGINE-3.pdf - * - * c) If you want to enable spatial multisampling (SMAA S2x): - * - * 1. The scene must be rendered using MSAA 2x. The MSAA 2x buffer must be - * created with: - * - DX10: see below (*) - * - DX10.1: D3D10_STANDARD_MULTISAMPLE_PATTERN or - * - DX11: D3D11_STANDARD_MULTISAMPLE_PATTERN - * - * This allows to ensure that the subsample order matches the table in - * @SUBSAMPLE_INDICES. - * - * (*) In the case of DX10, we refer the reader to: - * - SMAA::detectMSAAOrder and - * - SMAA::msaaReorder - * - * These functions allow to match the standard multisample patterns by - * detecting the subsample order for a specific GPU, and reordering - * them appropriately. - * - * 2. A shader must be run to output each subsample into a separate buffer - * (DX10 is required). You can use SMAASeparate for this purpose, or just do - * it in an existing pass (for example, in the tone mapping pass). - * - * 3. The full SMAA 1x pipeline must be run for each separated buffer, storing - * the results in the final buffer. The second run should alpha blend with - * the existing final buffer using a blending factor of 0.5. - * 'subsampleIndices' must be adjusted as in the SMAA T2x case (see point - * b). - * - * d) If you want to enable temporal supersampling on top of SMAA S2x - * (which actually is SMAA 4x): - * - * 1. SMAA 4x consists on temporally jittering SMAA S2x, so the first step is - * to calculate SMAA S2x for current frame. In this case, 'subsampleIndices' - * must be set as follows: - * - * | F# | S# | Camera Jitter | Net Jitter | subsampleIndices | - * +----+----+--------------------+-------------------+--------------------+ - * | 0 | 0 | ( 0.125, 0.125) | ( 0.375, -0.125) | int4(5, 3, 1, 3) | - * | 0 | 1 | ( 0.125, 0.125) | (-0.125, 0.375) | int4(4, 6, 2, 3) | - * +----+----+--------------------+-------------------+--------------------+ - * | 1 | 2 | (-0.125, -0.125) | ( 0.125, -0.375) | int4(3, 5, 1, 4) | - * | 1 | 3 | (-0.125, -0.125) | (-0.375, 0.125) | int4(6, 4, 2, 4) | - * - * These jitter positions assume a bottom-to-top y axis. F# stands for the - * frame number. S# stands for the sample number. - * - * 2. After calculating SMAA S2x for current frame (with the new subsample - * indices), previous frame must be reprojected as in SMAA T2x mode (see - * point b). - * - * e) If motion blur is used, you may want to do the edge detection pass - * together with motion blur. This has two advantages: - * - * 1. Pixels under heavy motion can be omitted from the edge detection process. - * For these pixels we can just store "no edge", as motion blur will take - * care of them. - * 2. The center pixel tap is reused. - * - * Note that in this case depth testing should be used instead of stenciling, - * as we have to write all the pixels in the motion blur pass. - * - * That's it! - */ - -//----------------------------------------------------------------------------- -// SMAA Presets - -/** - * Note that if you use one of these presets, the corresponding macros below - * won't be used. - */ - -#if SMAA_PRESET_LOW == 1 -#define SMAA_THRESHOLD 0.15 -#define SMAA_MAX_SEARCH_STEPS 4 -#define SMAA_MAX_SEARCH_STEPS_DIAG 0 -#define SMAA_CORNER_ROUNDING 100 -#elif SMAA_PRESET_MEDIUM == 1 -#define SMAA_THRESHOLD 0.1 -#define SMAA_MAX_SEARCH_STEPS 8 -#define SMAA_MAX_SEARCH_STEPS_DIAG 0 -#define SMAA_CORNER_ROUNDING 100 -#elif SMAA_PRESET_HIGH == 1 -#define SMAA_THRESHOLD 0.1 -#define SMAA_MAX_SEARCH_STEPS 16 -#define SMAA_MAX_SEARCH_STEPS_DIAG 8 -#define SMAA_CORNER_ROUNDING 25 -#elif SMAA_PRESET_ULTRA == 1 -#define SMAA_THRESHOLD 0.05 -#define SMAA_MAX_SEARCH_STEPS 32 -#define SMAA_MAX_SEARCH_STEPS_DIAG 16 -#define SMAA_CORNER_ROUNDING 25 -#endif - -//----------------------------------------------------------------------------- -// Configurable Defines - -/** - * SMAA_THRESHOLD specifies the threshold or sensitivity to edges. - * Lowering this value you will be able to detect more edges at the expense of - * performance. - * - * Range: [0, 0.5] - * 0.1 is a reasonable value, and allows to catch most visible edges. - * 0.05 is a rather overkill value, that allows to catch 'em all. - * - * If temporal supersampling is used, 0.2 could be a reasonable value, as low - * contrast edges are properly filtered by just 2x. - */ -#ifndef SMAA_THRESHOLD -#define SMAA_THRESHOLD 0.1 -#endif - -/** - * SMAA_DEPTH_THRESHOLD specifies the threshold for depth edge detection. - * - * Range: depends on the depth range of the scene. - */ -#ifndef SMAA_DEPTH_THRESHOLD -#define SMAA_DEPTH_THRESHOLD (0.1 * SMAA_THRESHOLD) -#endif - -/** - * SMAA_MAX_SEARCH_STEPS specifies the maximum steps performed in the - * horizontal/vertical pattern searches, at each side of the pixel. - * - * In number of pixels, it's actually the double. So the maximum line length - * perfectly handled by, for example 16, is 64 (by perfectly, we meant that - * longer lines won't look as good, but still antialiased). - * - * Range: [0, 98] - */ -#ifndef SMAA_MAX_SEARCH_STEPS -#define SMAA_MAX_SEARCH_STEPS 16 -#endif - -/** - * SMAA_MAX_SEARCH_STEPS_DIAG specifies the maximum steps performed in the - * diagonal pattern searches, at each side of the pixel. In this case we jump - * one pixel at time, instead of two. - * - * Range: [0, 20]; set it to 0 to disable diagonal processing. - * - * On high-end machines it is cheap (between a 0.8x and 0.9x slower for 16 - * steps), but it can have a significant impact on older machines. - */ -#ifndef SMAA_MAX_SEARCH_STEPS_DIAG -#define SMAA_MAX_SEARCH_STEPS_DIAG 8 -#endif - -/** - * SMAA_CORNER_ROUNDING specifies how much sharp corners will be rounded. - * - * Range: [0, 100]; set it to 100 to disable corner detection. - */ -#ifndef SMAA_CORNER_ROUNDING -#define SMAA_CORNER_ROUNDING 25 -#endif - -/** - * Predicated thresholding allows to better preserve texture details and to - * improve performance, by decreasing the number of detected edges using an - * additional buffer like the light accumulation buffer, object ids or even the - * depth buffer (the depth buffer usage may be limited to indoor or short range - * scenes). - * - * It locally decreases the luma or color threshold if an edge is found in an - * additional buffer (so the global threshold can be higher). - * - * This method was developed by Playstation EDGE MLAA team, and used in - * Killzone 3, by using the light accumulation buffer. More information here: - * http://iryoku.com/aacourse/downloads/06-MLAA-on-PS3.pptx - */ -#ifndef SMAA_PREDICATION -#define SMAA_PREDICATION 0 -#endif - -/** - * Threshold to be used in the additional predication buffer. - * - * Range: depends on the input, so you'll have to find the magic number that - * works for you. - */ -#ifndef SMAA_PREDICATION_THRESHOLD -#define SMAA_PREDICATION_THRESHOLD 0.01 -#endif - -/** - * How much to scale the global threshold used for luma or color edge - * detection when using predication. - * - * Range: [1, 5] - */ -#ifndef SMAA_PREDICATION_SCALE -#define SMAA_PREDICATION_SCALE 2.0 -#endif - -/** - * How much to locally decrease the threshold. - * - * Range: [0, 1] - */ -#ifndef SMAA_PREDICATION_STRENGTH -#define SMAA_PREDICATION_STRENGTH 0.4 -#endif - -/** - * Temporal reprojection allows to remove ghosting artifacts when using - * temporal supersampling. We use the CryEngine 3 method which also introduces - * velocity weighting. This feature is of extreme importance for totally - * removing ghosting. More information here: - * http://iryoku.com/aacourse/downloads/13-Anti-Aliasing-Methods-in-CryENGINE-3.pdf - * - * Note that you'll need to setup a velocity buffer for enabling reprojection. - * For static geometry, saving the previous depth buffer is a viable - * alternative. - */ -#ifndef SMAA_REPROJECTION -#define SMAA_REPROJECTION 0 -#endif - -/** - * SMAA_REPROJECTION_WEIGHT_SCALE controls the velocity weighting. It allows to - * remove ghosting trails behind the moving object, which are not removed by - * just using reprojection. Using low values will exhibit ghosting, while using - * high values will disable temporal supersampling under motion. - * - * Behind the scenes, velocity weighting removes temporal supersampling when - * the velocity of the subsamples differs (meaning they are different objects). - * - * Range: [0, 80] - */ -#define SMAA_REPROJECTION_WEIGHT_SCALE 30.0 - -/** - * In the last pass we leverage bilinear filtering to avoid some lerps. - * However, bilinear filtering is done in gamma space in DX9, under DX9 - * hardware (but not in DX9 code running on DX10 hardware), which gives - * inaccurate results. - * - * So, if you are in DX9, under DX9 hardware, and do you want accurate linear - * blending, you must set this flag to 1. - * - * It's ignored when using SMAA_HLSL_4, and of course, only has sense when - * using sRGB read and writes on the last pass. - */ -#ifndef SMAA_DIRECTX9_LINEAR_BLEND -#define SMAA_DIRECTX9_LINEAR_BLEND 0 -#endif - -/** - * On ATI compilers, discard cannot be used in vertex shaders. Thus, they need - * to be compiled separately. These macros allow to easily accomplish it. - */ -#ifndef SMAA_ONLY_COMPILE_VS -#define SMAA_ONLY_COMPILE_VS 0 -#endif -#ifndef SMAA_ONLY_COMPILE_PS -#define SMAA_ONLY_COMPILE_PS 0 -#endif - -//----------------------------------------------------------------------------- -// Non-Configurable Defines - -#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 / float2(160.0, 560.0)) -#define SMAA_AREATEX_SUBTEX_SIZE (1.0 / 7.0) - -//----------------------------------------------------------------------------- -// Porting Functions - -#if SMAA_HLSL_3 == 1 -#define SMAATexture2D sampler2D -#define SMAASampleLevelZero(tex, coord) tex2Dlod(tex, float4(coord, 0.0, 0.0)) -#define SMAASampleLevelZeroPoint(tex, coord) tex2Dlod(tex, float4(coord, 0.0, 0.0)) -#define SMAASample(tex, coord) tex2D(tex, coord) -#define SMAASamplePoint(tex, coord) tex2D(tex, coord) -#define SMAASampleLevelZeroOffset(tex, coord, offset) tex2Dlod(tex, float4(coord + offset * SMAA_PIXEL_SIZE, 0.0, 0.0)) -#define SMAASampleOffset(tex, coord, offset) tex2D(tex, coord + offset * SMAA_PIXEL_SIZE) -#define SMAALerp(a, b, t) lerp(a, b, t) -#define SMAASaturate(a) saturate(a) -#define SMAAMad(a, b, c) mad(a, b, c) -#define SMAA_FLATTEN [flatten] -#define SMAA_BRANCH [branch] -#endif -#if SMAA_HLSL_4 == 1 || SMAA_HLSL_4_1 == 1 -SamplerState LinearSampler { Filter = MIN_MAG_LINEAR_MIP_POINT; AddressU = Clamp; AddressV = Clamp; }; -SamplerState PointSampler { Filter = MIN_MAG_MIP_POINT; AddressU = Clamp; AddressV = Clamp; }; -#define SMAATexture2D Texture2D -#define SMAASampleLevelZero(tex, coord) tex.SampleLevel(LinearSampler, coord, 0) -#define SMAASampleLevelZeroPoint(tex, coord) tex.SampleLevel(PointSampler, coord, 0) -#define SMAASample(tex, coord) SMAASampleLevelZero(tex, coord) -#define SMAASamplePoint(tex, coord) SMAASampleLevelZeroPoint(tex, coord) -#define SMAASampleLevelZeroOffset(tex, coord, offset) tex.SampleLevel(LinearSampler, coord, 0, offset) -#define SMAASampleOffset(tex, coord, offset) SMAASampleLevelZeroOffset(tex, coord, offset) -#define SMAALerp(a, b, t) lerp(a, b, t) -#define SMAASaturate(a) saturate(a) -#define SMAAMad(a, b, c) mad(a, b, c) -#define SMAA_FLATTEN [flatten] -#define SMAA_BRANCH [branch] -#define SMAATexture2DMS2 Texture2DMS<float4, 2> -#define SMAALoad(tex, pos, sample) tex.Load(pos, sample) -#endif -#if SMAA_HLSL_4_1 == 1 -#define SMAAGather(tex, coord) tex.Gather(LinearSampler, coord, 0) -#endif -#if SMAA_GLSL_3 == 1 || SMAA_GLSL_4 == 1 -#define SMAATexture2D sampler2D -#define SMAASampleLevelZero(tex, coord) textureLod(tex, coord, 0.0) -#define SMAASampleLevelZeroPoint(tex, coord) textureLod(tex, coord, 0.0) -#define SMAASample(tex, coord) texture(tex, coord) -#define SMAASamplePoint(tex, coord) texture(tex, coord) -#define SMAASampleLevelZeroOffset(tex, coord, offset) textureLodOffset(tex, coord, 0.0, offset) -#define SMAASampleOffset(tex, coord, offset) texture(tex, coord, offset) -#define SMAALerp(a, b, t) mix(a, b, t) -#define SMAASaturate(a) clamp(a, 0.0, 1.0) -#define SMAA_FLATTEN -#define SMAA_BRANCH -#define float2 vec2 -#define float3 vec3 -#define float4 vec4 -#define int2 ivec2 -#define int3 ivec3 -#define int4 ivec4 -#endif -#if SMAA_GLSL_3 == 1 -#define SMAAMad(a, b, c) (a * b + c) -#endif -#if SMAA_GLSL_4 == 1 -#define SMAAMad(a, b, c) fma(a, b, c) -#define SMAAGather(tex, coord) textureGather(tex, coord) -#endif - -//----------------------------------------------------------------------------- -// Misc functions - -/** - * Gathers current pixel, and the top-left neighbors. - */ -float3 SMAAGatherNeighbors(float2 texcoord, - float4 offset[3], - SMAATexture2D tex) { - #if SMAA_HLSL_4_1 == 1 || SMAA_GLSL_4 == 1 - return SMAAGather(tex, texcoord + SMAA_PIXEL_SIZE * float2(-0.5, -0.5)).grb; - #else - float P = SMAASample(tex, texcoord).r; - float Pleft = SMAASample(tex, offset[0].xy).r; - float Ptop = SMAASample(tex, offset[0].zw).r; - return float3(P, Pleft, Ptop); - #endif -} - -/** - * Adjusts the threshold by means of predication. - */ -float2 SMAACalculatePredicatedThreshold(float2 texcoord, - float4 offset[3], - SMAATexture2D colorTex, - SMAATexture2D predicationTex) { - float3 neighbors = SMAAGatherNeighbors(texcoord, offset, predicationTex); - float2 delta = abs(neighbors.xx - neighbors.yz); - float2 edges = step(SMAA_PREDICATION_THRESHOLD, delta); - return SMAA_PREDICATION_SCALE * SMAA_THRESHOLD * (1.0 - SMAA_PREDICATION_STRENGTH * edges); -} - -#if SMAA_ONLY_COMPILE_PS == 0 -//----------------------------------------------------------------------------- -// Vertex Shaders - -/** - * Edge Detection Vertex Shader - */ -void SMAAEdgeDetectionVS(float4 position, - out float4 svPosition, - in float2 texcoord, - out float4 offset[3]) { - svPosition = position; - - offset[0] = texcoord.xyxy + SMAA_PIXEL_SIZE.xyxy * float4(-1.0, 0.0, 0.0, -1.0); - offset[1] = texcoord.xyxy + SMAA_PIXEL_SIZE.xyxy * float4( 1.0, 0.0, 0.0, 1.0); - offset[2] = texcoord.xyxy + SMAA_PIXEL_SIZE.xyxy * float4(-2.0, 0.0, 0.0, -2.0); -} - -/** - * Blend Weight Calculation Vertex Shader - */ -void SMAABlendingWeightCalculationVS(float4 position, - out float4 svPosition, - inout float2 texcoord, - out float2 pixcoord, - out float4 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 * float4(-0.25, -0.125, 1.25, -0.125); - offset[1] = texcoord.xyxy + SMAA_PIXEL_SIZE.xyxy * float4(-0.125, -0.25, -0.125, 1.25); - - // And these for the searches, they indicate the ends of the loops: - offset[2] = float4(offset[0].xz, offset[1].yw) + - float4(-2.0, 2.0, -2.0, 2.0) * - SMAA_PIXEL_SIZE.xxyy * float(SMAA_MAX_SEARCH_STEPS); -} - -/** - * Neighborhood Blending Vertex Shader - */ -void SMAANeighborhoodBlendingVS(float4 position, - out float4 svPosition, - inout float2 texcoord, - out float4 offset[2]) { - svPosition = position; - - offset[0] = texcoord.xyxy + SMAA_PIXEL_SIZE.xyxy * float4(-1.0, 0.0, 0.0, -1.0); - offset[1] = texcoord.xyxy + SMAA_PIXEL_SIZE.xyxy * float4( 1.0, 0.0, 0.0, 1.0); -} - -/** - * Resolve Vertex Shader - */ -void SMAAResolveVS(float4 position, - out float4 svPosition, - inout float2 texcoord) { - svPosition = position; -} - -/** - * Separate Vertex Shader - */ -void SMAASeparateVS(float4 position, - out float4 svPosition, - inout float2 texcoord) { - svPosition = position; -} -#endif // SMAA_ONLY_COMPILE_PS == 0 - -#if SMAA_ONLY_COMPILE_VS == 0 -//----------------------------------------------------------------------------- -// Edge Detection Pixel Shaders (First Pass) - -/** - * Luma Edge Detection - * - * IMPORTANT NOTICE: luma edge detection requires gamma-corrected colors, and - * thus 'colorTex' should be a non-sRGB texture. - */ -float4 SMAALumaEdgeDetectionPS(float2 texcoord, - float4 offset[3], - SMAATexture2D colorTex - #if SMAA_PREDICATION == 1 - , SMAATexture2D predicationTex - #endif - ) { - // Calculate the threshold: - #if SMAA_PREDICATION == 1 - float2 threshold = SMAACalculatePredicatedThreshold(texcoord, offset, colorTex, predicationTex); - #else - float2 threshold = float2(SMAA_THRESHOLD, SMAA_THRESHOLD); - #endif - - // Calculate lumas: - float3 weights = float3(0.2126, 0.7152, 0.0722); - float L = dot(SMAASample(colorTex, texcoord).rgb, weights); - float Lleft = dot(SMAASample(colorTex, offset[0].xy).rgb, weights); - float Ltop = dot(SMAASample(colorTex, offset[0].zw).rgb, weights); - - // We do the usual threshold: - float4 delta; - delta.xy = abs(L - float2(Lleft, Ltop)); - float2 edges = step(threshold, delta.xy); - - // Then discard if there is no edge: - if (dot(edges, float2(1.0, 1.0)) == 0.0) - discard; - - // Calculate right and bottom deltas: - float Lright = dot(SMAASample(colorTex, offset[1].xy).rgb, weights); - float Lbottom = dot(SMAASample(colorTex, offset[1].zw).rgb, weights); - delta.zw = abs(L - float2(Lright, Lbottom)); - - // Calculate the maximum delta in the direct neighborhood: - float2 maxDelta = max(delta.xy, delta.zw); - maxDelta = max(maxDelta.xx, maxDelta.yy); - - // Calculate left-left and top-top deltas: - float Lleftleft = dot(SMAASample(colorTex, offset[2].xy).rgb, weights); - float Ltoptop = dot(SMAASample(colorTex, offset[2].zw).rgb, weights); - delta.zw = abs(float2(Lleft, Ltop) - float2(Lleftleft, Ltoptop)); - - // Calculate the final maximum delta: - maxDelta = max(maxDelta.xy, delta.zw); - - /** - * Each edge with a delta in luma of less than 50% of the maximum luma - * surrounding this pixel is discarded. This allows to eliminate spurious - * crossing edges, and is based on the fact that, if there is too much - * contrast in a direction, that will hide contrast in the other - * neighbors. - * This is done after the discard intentionally as this situation doesn't - * happen too frequently (but it's important to do as it prevents some - * edges from going undetected). - */ - edges.xy *= step(0.5 * maxDelta, delta.xy); - - return float4(edges, 0.0, 0.0); -} - -/** - * Color Edge Detection - * - * IMPORTANT NOTICE: color edge detection requires gamma-corrected colors, and - * thus 'colorTex' should be a non-sRGB texture. - */ -float4 SMAAColorEdgeDetectionPS(float2 texcoord, - float4 offset[3], - SMAATexture2D colorTex - #if SMAA_PREDICATION == 1 - , SMAATexture2D predicationTex - #endif - ) { - // Calculate the threshold: - #if SMAA_PREDICATION == 1 - float2 threshold = SMAACalculatePredicatedThreshold(texcoord, offset, colorTex, predicationTex); - #else - float2 threshold = float2(SMAA_THRESHOLD, SMAA_THRESHOLD); - #endif - - // Calculate color deltas: - float4 delta; - float3 C = SMAASample(colorTex, texcoord).rgb; - - float3 Cleft = SMAASample(colorTex, offset[0].xy).rgb; - float3 t = abs(C - Cleft); - delta.x = max(max(t.r, t.g), t.b); - - float3 Ctop = SMAASample(colorTex, offset[0].zw).rgb; - t = abs(C - Ctop); - delta.y = max(max(t.r, t.g), t.b); - - // We do the usual threshold: - float2 edges = step(threshold, delta.xy); - - // Then discard if there is no edge: - if (dot(edges, float2(1.0, 1.0)) == 0.0) - discard; - - // Calculate right and bottom deltas: - float3 Cright = SMAASample(colorTex, offset[1].xy).rgb; - t = abs(C - Cright); - delta.z = max(max(t.r, t.g), t.b); - - float3 Cbottom = SMAASample(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: - float3 Cleftleft = SMAASample(colorTex, offset[2].xy).rgb; - t = abs(C - Cleftleft); - delta.z = max(max(t.r, t.g), t.b); - - float3 Ctoptop = SMAASample(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 float4(edges, 0.0, 0.0); -} - -float4 SMAASingleChannelEdgeDetectionPS(float2 texcoord, - float4 offset[3], - SMAATexture2D colorTex - #if SMAA_PREDICATION == 1 - , SMAATexture2D predicationTex - #endif - ) { - // Calculate the threshold: - #if SMAA_PREDICATION == 1 - float2 threshold = SMAACalculatePredicatedThreshold(texcoord, offset, colorTex, predicationTex); - #else - float2 threshold = float2(SMAA_THRESHOLD, SMAA_THRESHOLD); - #endif - - // Calculate lumas: - float L = SMAASample(colorTex, texcoord).r; - float Lleft = SMAASample(colorTex, offset[0].xy).r; - float Ltop = SMAASample(colorTex, offset[0].zw).r; - - // We do the usual threshold: - float4 delta; - delta.xy = abs(L - float2(Lleft, Ltop)); - float2 edges = step(threshold, delta.xy); - - // Then discard if there is no edge: - if (dot(edges, float2(1.0, 1.0)) == 0.0) - discard; - - // Calculate right and bottom deltas: - float Lright = SMAASample(colorTex, offset[1].xy).r; - float Lbottom = SMAASample(colorTex, offset[1].zw).r; - delta.zw = abs(L - float2(Lright, Lbottom)); - - // Calculate the maximum delta in the direct neighborhood: - float2 maxDelta = max(delta.xy, delta.zw); - maxDelta = max(maxDelta.xx, maxDelta.yy); - - // Calculate left-left and top-top deltas: - float Lleftleft = SMAASample(colorTex, offset[2].xy).r; - float Ltoptop = SMAASample(colorTex, offset[2].zw).r; - delta.zw = abs(float2(Lleft, Ltop) - float2(Lleftleft, Ltoptop)); - - // Calculate the final maximum delta: - maxDelta = max(maxDelta.xy, delta.zw); - - /** - * Each edge with a delta in luma of less than 50% of the maximum luma - * surrounding this pixel is discarded. This allows to eliminate spurious - * crossing edges, and is based on the fact that, if there is too much - * contrast in a direction, that will hide contrast in the other - * neighbors. - * This is done after the discard intentionally as this situation doesn't - * happen too frequently (but it's important to do as it prevents some - * edges from going undetected). - */ - edges.xy *= step(0.5 * maxDelta, delta.xy); - - return float4(edges, 0.0, 0.0); -} - -/** - * Depth Edge Detection - */ -float4 SMAADepthEdgeDetectionPS(float2 texcoord, - float4 offset[3], - SMAATexture2D depthTex) { - float3 neighbors = SMAAGatherNeighbors(texcoord, offset, depthTex); - float2 delta = abs(neighbors.xx - float2(neighbors.y, neighbors.z)); - float2 edges = step(SMAA_DEPTH_THRESHOLD, delta); - - if (dot(edges, float2(1.0, 1.0)) == 0.0) - discard; - - return float4(edges, 0.0, 0.0); -} - -//----------------------------------------------------------------------------- -// Diagonal Search Functions - -#if SMAA_MAX_SEARCH_STEPS_DIAG > 0 || SMAA_FORCE_DIAGONAL_DETECTION == 1 - -/** - * These functions allows to perform diagonal pattern searches. - */ -float SMAASearchDiag1(SMAATexture2D edgesTex, float2 texcoord, float2 dir, float c) { - texcoord += dir * SMAA_PIXEL_SIZE; - float2 e = float2(0.0, 0.0); - float i; - for (i = 0.0; i < float(SMAA_MAX_SEARCH_STEPS_DIAG); i++) { - e.rg = SMAASampleLevelZero(edgesTex, texcoord).rg; - SMAA_FLATTEN if (dot(e, float2(1.0, 1.0)) < 1.9) break; - texcoord += dir * SMAA_PIXEL_SIZE; - } - return i + float(e.g > 0.9) * c; -} - -float SMAASearchDiag2(SMAATexture2D edgesTex, float2 texcoord, float2 dir, float c) { - texcoord += dir * SMAA_PIXEL_SIZE; - float2 e = float2(0.0, 0.0); - float i; - for (i = 0.0; i < float(SMAA_MAX_SEARCH_STEPS_DIAG); i++) { - e.g = SMAASampleLevelZero(edgesTex, texcoord).g; - e.r = SMAASampleLevelZeroOffset(edgesTex, texcoord, int2(1, 0)).r; - SMAA_FLATTEN if (dot(e, float2(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'. - */ -float2 SMAAAreaDiag(SMAATexture2D areaTex, float2 dist, float2 e, float offset) { - float2 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; - - // Do it! - return SMAASampleLevelZero(areaTex, texcoord).ra; -} - -/** - * This searches for diagonal patterns and returns the corresponding weights. - */ -float2 SMAACalculateDiagWeights(SMAATexture2D edgesTex, SMAATexture2D areaTex, float2 texcoord, float2 e, int4 subsampleIndices) { - float2 weights = float2(0.0, 0.0); - - float2 d; - d.x = e.r > 0.0? SMAASearchDiag1(edgesTex, texcoord, float2(-1.0, 1.0), 1.0) : 0.0; - d.y = SMAASearchDiag1(edgesTex, texcoord, float2(1.0, -1.0), 0.0); - - SMAA_BRANCH - if (d.r + d.g > 2.0) { // d.r + d.g + 1 > 3 - float4 coords = SMAAMad(float4(-d.r, d.r, d.g, -d.g), SMAA_PIXEL_SIZE.xyxy, texcoord.xyxy); - - float4 c; - c.x = SMAASampleLevelZeroOffset(edgesTex, coords.xy, int2(-1, 0)).g; - c.y = SMAASampleLevelZeroOffset(edgesTex, coords.xy, int2( 0, 0)).r; - c.z = SMAASampleLevelZeroOffset(edgesTex, coords.zw, int2( 1, 0)).g; - c.w = SMAASampleLevelZeroOffset(edgesTex, coords.zw, int2( 1, -1)).r; - float2 e = 2.0 * c.xz + c.yw; - float t = float(SMAA_MAX_SEARCH_STEPS_DIAG) - 1.0; - e *= step(d.rg, float2(t, t)); - - weights += SMAAAreaDiag(areaTex, d, e, float(subsampleIndices.z)); - } - - d.x = SMAASearchDiag2(edgesTex, texcoord, float2(-1.0, -1.0), 0.0); - float right = SMAASampleLevelZeroOffset(edgesTex, texcoord, int2(1, 0)).r; - d.y = right > 0.0? SMAASearchDiag2(edgesTex, texcoord, float2(1.0, 1.0), 1.0) : 0.0; - - SMAA_BRANCH - if (d.r + d.g > 2.0) { // d.r + d.g + 1 > 3 - float4 coords = SMAAMad(float4(-d.r, -d.r, d.g, d.g), SMAA_PIXEL_SIZE.xyxy, texcoord.xyxy); - - float4 c; - c.x = SMAASampleLevelZeroOffset(edgesTex, coords.xy, int2(-1, 0)).g; - c.y = SMAASampleLevelZeroOffset(edgesTex, coords.xy, int2( 0, -1)).r; - c.zw = SMAASampleLevelZeroOffset(edgesTex, coords.zw, int2( 1, 0)).gr; - float2 e = 2.0 * c.xz + c.yw; - float t = float(SMAA_MAX_SEARCH_STEPS_DIAG) - 1.0; - e *= step(d.rg, float2(t, t)); - - weights += SMAAAreaDiag(areaTex, d, e, float(subsampleIndices.w)).gr; - } - - return weights; -} -#endif - -//----------------------------------------------------------------------------- -// 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(SMAATexture2D searchTex, float2 e, float bias, float scale) { - // Not required if searchTex accesses are set to point: - // float2 SEARCH_TEX_PIXEL_SIZE = 1.0 / float2(66.0, 33.0); - // e = float2(bias, 0.0) + 0.5 * SEARCH_TEX_PIXEL_SIZE + - // e * float2(scale, 1.0) * float2(64.0, 32.0) * SEARCH_TEX_PIXEL_SIZE; - e.r = bias + e.r * scale; - return 255.0 * SMAASampleLevelZeroPoint(searchTex, e).r; -} - -/** - * Horizontal/vertical search functions for the 2nd pass. - */ -float SMAASearchXLeft(SMAATexture2D edgesTex, SMAATexture2D searchTex, float2 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. - */ - float2 e = float2(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 = SMAASampleLevelZero(edgesTex, texcoord).rg; - texcoord -= float2(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(SMAATexture2D edgesTex, SMAATexture2D searchTex, float2 texcoord, float end) { - float2 e = float2(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 = SMAASampleLevelZero(edgesTex, texcoord).rg; - texcoord += float2(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(SMAATexture2D edgesTex, SMAATexture2D searchTex, float2 texcoord, float end) { - float2 e = float2(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 = SMAASampleLevelZero(edgesTex, texcoord).rg; - texcoord -= float2(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(SMAATexture2D edgesTex, SMAATexture2D searchTex, float2 texcoord, float end) { - float2 e = float2(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 = SMAASampleLevelZero(edgesTex, texcoord).rg; - texcoord += float2(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? - */ -float2 SMAAArea(SMAATexture2D areaTex, float2 dist, float e1, float e2, float offset) { - // Rounding prevents precision errors of bilinear filtering: - float2 texcoord = float(SMAA_AREATEX_MAX_DISTANCE) * round(4.0 * float2(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; - - // Do it! - return SMAASampleLevelZero(areaTex, texcoord).ra; -} - -//----------------------------------------------------------------------------- -// Corner Detection Functions - -void SMAADetectHorizontalCornerPattern(SMAATexture2D edgesTex, inout float2 weights, float2 texcoord, float2 d) { - #if SMAA_CORNER_ROUNDING < 100 || SMAA_FORCE_CORNER_DETECTION == 1 - float4 coords = SMAAMad(float4(d.x, 0.0, d.y, 0.0), - SMAA_PIXEL_SIZE.xyxy, texcoord.xyxy); - float2 e; - e.r = SMAASampleLevelZeroOffset(edgesTex, coords.xy, int2(0.0, 1.0)).r; - bool left = abs(d.x) < abs(d.y); - e.g = SMAASampleLevelZeroOffset(edgesTex, coords.xy, int2(0.0, -2.0)).r; - if (left) weights *= SMAASaturate(float(SMAA_CORNER_ROUNDING) / 100.0 + 1.0 - e); - - e.r = SMAASampleLevelZeroOffset(edgesTex, coords.zw, int2(1.0, 1.0)).r; - e.g = SMAASampleLevelZeroOffset(edgesTex, coords.zw, int2(1.0, -2.0)).r; - if (!left) weights *= SMAASaturate(float(SMAA_CORNER_ROUNDING) / 100.0 + 1.0 - e); - #endif -} - -void SMAADetectVerticalCornerPattern(SMAATexture2D edgesTex, inout float2 weights, float2 texcoord, float2 d) { - #if SMAA_CORNER_ROUNDING < 100 || SMAA_FORCE_CORNER_DETECTION == 1 - float4 coords = SMAAMad(float4(0.0, d.x, 0.0, d.y), - SMAA_PIXEL_SIZE.xyxy, texcoord.xyxy); - float2 e; - e.r = SMAASampleLevelZeroOffset(edgesTex, coords.xy, int2( 1.0, 0.0)).g; - bool left = abs(d.x) < abs(d.y); - e.g = SMAASampleLevelZeroOffset(edgesTex, coords.xy, int2(-2.0, 0.0)).g; - if (left) weights *= SMAASaturate(float(SMAA_CORNER_ROUNDING) / 100.0 + 1.0 - e); - - e.r = SMAASampleLevelZeroOffset(edgesTex, coords.zw, int2( 1.0, 1.0)).g; - e.g = SMAASampleLevelZeroOffset(edgesTex, coords.zw, int2(-2.0, 1.0)).g; - if (!left) weights *= SMAASaturate(float(SMAA_CORNER_ROUNDING) / 100.0 + 1.0 - e); - #endif -} - -//----------------------------------------------------------------------------- -// Blending Weight Calculation Pixel Shader (Second Pass) - -float4 SMAABlendingWeightCalculationPS(float2 texcoord, - float2 pixcoord, - float4 offset[3], - SMAATexture2D edgesTex, - SMAATexture2D areaTex, - SMAATexture2D searchTex, - int4 subsampleIndices) { // Just pass zero for SMAA 1x, see @SUBSAMPLE_INDICES. - float4 weights = float4(0.0, 0.0, 0.0, 0.0); - - float2 e = SMAASample(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, float2(1.0, 1.0)) == 0.0) { - #endif - - float2 d; - - // Find the distance to the left: - float2 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 = SMAASampleLevelZero(edgesTex, coords).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: - float2 sqrt_d = sqrt(abs(d)); - - // Fetch the right crossing edges: - float e2 = SMAASampleLevelZeroOffset(edgesTex, coords, int2(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 - float2 d; - - // Find the distance to the top: - float2 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 = SMAASampleLevelZero(edgesTex, coords).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: - float2 sqrt_d = sqrt(abs(d)); - - // Fetch the bottom crossing edges: - float e2 = SMAASampleLevelZeroOffset(edgesTex, coords, int2(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 weights; -} - -//----------------------------------------------------------------------------- -// Neighborhood Blending Pixel Shader (Third Pass) - -float4 SMAANeighborhoodBlendingPS(float2 texcoord, - float4 offset[2], - SMAATexture2D colorTex, - SMAATexture2D blendTex) { - // Fetch the blending weights for current pixel: - float4 a; - a.xz = SMAASample(blendTex, texcoord).xz; - a.y = SMAASample(blendTex, offset[1].zw).g; - a.w = SMAASample(blendTex, offset[1].xy).a; - - // Is there any blending weight with a value greater than 0.0? - SMAA_BRANCH - if (dot(a, float4(1.0, 1.0, 1.0, 1.0)) < 1e-5) - return SMAASampleLevelZero(colorTex, texcoord); - else { - float4 color = float4(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: - float2 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: - float4 C = SMAASampleLevelZero(colorTex, texcoord); - texcoord += sign(offset) * SMAA_PIXEL_SIZE; - float4 Cop = SMAASampleLevelZero(colorTex, texcoord); - 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: - float4 Caa = SMAALerp(C, Cop, s); - - // Unpack velocity and return the resulting value: - Caa.a = sqrt(Caa.a); - return Caa; - #elif SMAA_HLSL_4 == 1 || SMAA_DIRECTX9_LINEAR_BLEND == 0 - // We exploit bilinear filtering to mix current pixel with the chosen - // neighbor: - texcoord += offset * SMAA_PIXEL_SIZE; - return SMAASampleLevelZero(colorTex, texcoord); - #else - // Fetch the opposite color and lerp by hand: - float4 C = SMAASampleLevelZero(colorTex, texcoord); - texcoord += sign(offset) * SMAA_PIXEL_SIZE; - float4 Cop = SMAASampleLevelZero(colorTex, texcoord); - float s = abs(offset.x) > abs(offset.y)? abs(offset.x) : abs(offset.y); - return SMAALerp(C, Cop, s); - #endif - } -} - -float4 SMAASampleLevelZeroResolve( SMAATexture2D currentTex, - SMAATexture2D previousTex, - float2 texcoord ) -{ - return SMAALerp( SMAASampleLevelZero( currentTex, texcoord ), SMAASampleLevelZero( previousTex, texcoord ), .5 ); -} - -float4 SMAANeighborhoodBlendingTemporalPS(float2 texcoord, - float4 offset[2], - SMAATexture2D colorTex, - SMAATexture2D previousTex, - SMAATexture2D blendTex) { - // Fetch the blending weights for current pixel: - float4 a; - a.xz = SMAASample(blendTex, texcoord).xz; - a.y = SMAASample(blendTex, offset[1].zw).g; - a.w = SMAASample(blendTex, offset[1].xy).a; - - // Is there any blending weight with a value greater than 0.0? - SMAA_BRANCH - if (dot(a, float4(1.0, 1.0, 1.0, 1.0)) < 1e-5) - return SMAASampleLevelZero(colorTex, texcoord); - else { - float4 color = float4(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: - float2 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: - return SMAASampleLevelZeroResolve(colorTex, previousTex, texcoord); - texcoord += sign(offset) * SMAA_PIXEL_SIZE; - return SMAASampleLevelZeroResolve(colorTex, previousTex, texcoord); - 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: - float4 Caa = SMAALerp(C, Cop, s); - - // Unpack velocity and return the resulting value: - Caa.a = sqrt(Caa.a); - return Caa; - #elif SMAA_HLSL_4 == 1 || SMAA_DIRECTX9_LINEAR_BLEND == 0 - // We exploit bilinear filtering to mix current pixel with the chosen - // neighbor: - texcoord += offset * SMAA_PIXEL_SIZE; - return SMAASampleLevelZeroResolve(colorTex, previousTex, texcoord); - #else - // Fetch the opposite color and lerp by hand: - float4 C = SMAASampleLevelZeroResolve(colorTex, previousTex, texcoord); - texcoord += sign(offset) * SMAA_PIXEL_SIZE; - float4 Cop = SMAASampleLevelZeroResolve(colorTex, previousTex, texcoord); - float s = abs(offset.x) > abs(offset.y)? abs(offset.x) : abs(offset.y); - return SMAALerp(C, Cop, s); - #endif - } -} - -//----------------------------------------------------------------------------- -// Temporal Resolve Pixel Shader (Optional Pass) - -float4 SMAAResolvePS(float2 texcoord, - SMAATexture2D colorTexCurr, - SMAATexture2D colorTexPrev - #if SMAA_REPROJECTION == 1 - , SMAATexture2D velocityTex - #endif - ) { - #if SMAA_REPROJECTION == 1 - // Velocity is calculated from previous to current position, so we need to - // inverse it: - float2 velocity = -SMAASample(velocityTex, texcoord).rg; - - // Fetch current pixel: - float4 current = SMAASample(colorTexCurr, texcoord); - - // Reproject current coordinates and fetch previous pixel: - float4 previous = SMAASample(colorTexPrev, texcoord + velocity); - - // Attenuate the previous pixel if the velocity is different: - float delta = abs(current.a * current.a - previous.a * previous.a) / 5.0; - float weight = 0.5 * SMAASaturate(1.0 - (sqrt(delta) * SMAA_REPROJECTION_WEIGHT_SCALE)); - - // Blend the pixels according to the calculated weight: - return SMAALerp(current, previous, weight); - #else - // Just blend the pixels: - float4 current = SMAASample(colorTexCurr, texcoord); - float4 previous = SMAASample(colorTexPrev, texcoord); - return SMAALerp(current, previous, 0.5); - #endif -} - -//----------------------------------------------------------------------------- -// Separate Multisamples Pixel Shader (Optional Pass) - -#if SMAA_HLSL_4 == 1 || SMAA_HLSL_4_1 == 1 -void SMAASeparatePS(float4 position : SV_POSITION, - float2 texcoord : TEXCOORD0, - out float4 target0, - out float4 target1, - uniform SMAATexture2DMS2 colorTexMS) { - int2 pos = int2(position.xy); - target0 = SMAALoad(colorTexMS, pos, 0); - target1 = SMAALoad(colorTexMS, pos, 1); -} -#endif - -//----------------------------------------------------------------------------- -#endif // SMAA_ONLY_COMPILE_VS == 0 |