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authorPasi Keränen <pasi.keranen@qt.io>2019-06-06 16:22:02 +0300
committerPasi Keränen <pasi.keranen@qt.io>2019-06-07 13:52:44 +0300
commitb4954701093739e7a4e54a0669f306922d0d4605 (patch)
tree73d71319a921234f6b507c9098fdc842f7fe06dc /res/effectlib/SMAA.glsllib
parent8548a5f5579e3eee7e5ae6b1f6901dcc8bfee19e (diff)
Long live the slayer!
Initial commit of OpenGL Runtime to repository. Based on SHA1 61823aaccc6510699a54b34a2fe3f7523dab3b4e of qt3dstudio repository. Task-number: QT3DS-3600 Change-Id: Iaeb80237399f0e5656a19ebec9d1ab3a681d8832 Reviewed-by: Pasi Keränen <pasi.keranen@qt.io>
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+/****************************************************************************
+**
+** 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