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author | Pasi Keränen <pasi.keranen@qt.io> | 2019-06-06 16:22:02 +0300 |
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committer | Pasi Keränen <pasi.keranen@qt.io> | 2019-06-07 13:52:44 +0300 |
commit | b4954701093739e7a4e54a0669f306922d0d4605 (patch) | |
tree | 73d71319a921234f6b507c9098fdc842f7fe06dc /res/effectlib/SMAA.glsllib | |
parent | 8548a5f5579e3eee7e5ae6b1f6901dcc8bfee19e (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>
Diffstat (limited to 'res/effectlib/SMAA.glsllib')
-rw-r--r-- | res/effectlib/SMAA.glsllib | 1444 |
1 files changed, 1444 insertions, 0 deletions
diff --git a/res/effectlib/SMAA.glsllib b/res/effectlib/SMAA.glsllib new file mode 100644 index 0000000..97e0153 --- /dev/null +++ b/res/effectlib/SMAA.glsllib @@ -0,0 +1,1444 @@ +/**************************************************************************** +** +** 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 |