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Antialiasing (SMAA) implementation
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@@ -1461,6 +1461,8 @@ setting.fpscap.name = Max FPS
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setting.fpscap.description = Sets the maximum frames per second the game will run at.\nHigher values may increase power consumption.
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setting.fpscap.none = None
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setting.fpscap.text = {0} FPS
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setting.smaa.name = Antialiasing
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setting.smaa.description = Enables SMAAA; smoothes out harsh edges of pixels.\nMaybe have significant performance impact.
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setting.uiscale.name = UI Scaling
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setting.uiscale.description = Modifies the size of the user interface.\nRestart required to apply changes.
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setting.uiEdgePadding.name = UI Edge Padding
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After Width: | Height: | Size: 44 KiB |
@@ -0,0 +1,46 @@
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//SMAA pass 3 (neighborhood blending) - fragment stage. Port of SMAANeighborhoodBlendingPS (no reprojection).
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//Inputs: u_texture = original scene color (LINEAR filtering, clamp to edge - the blend uses bilinear taps)
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// u_blend = blend weights from pass 2 on texture unit 1
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//Output: final anti-aliased color.
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#define HIGHP
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uniform sampler2D u_texture;
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uniform sampler2D u_blend;
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uniform vec4 u_metrics;
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varying vec2 v_texCoords;
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varying vec4 v_offset;
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out vec4 fragColor;
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void main(){
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vec2 texcoord = v_texCoords;
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//fetch the blending weights for the current pixel
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vec4 a;
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a.x = texture2D(u_blend, v_offset.xy).a; //right
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a.y = texture2D(u_blend, v_offset.zw).g; //bottom
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a.wz = texture2D(u_blend, texcoord).xz; //left, top
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//is there any blending weight with a value greater than 0.0?
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if(dot(a, vec4(1.0)) < 1e-5){
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fragColor = textureLod(u_texture, texcoord, 0.0);
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}else{
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bool h = max(a.x, a.z) > max(a.y, a.w); //max(horizontal) > max(vertical)
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//calculate the blending offsets
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vec4 blendingOffset = h ? vec4(a.x, 0.0, a.z, 0.0) : vec4(0.0, a.y, 0.0, a.w);
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vec2 blendingWeight = h ? a.xz : a.yw;
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blendingWeight /= dot(blendingWeight, vec2(1.0));
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//calculate the texture coordinates
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vec4 blendingCoord = blendingOffset * vec4(u_metrics.xy, -u_metrics.xy) + texcoord.xyxy;
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//two bilinear taps blend across the edge
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vec4 color = blendingWeight.x * textureLod(u_texture, blendingCoord.xy, 0.0);
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color += blendingWeight.y * textureLod(u_texture, blendingCoord.zw, 0.0);
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fragColor = color;
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}
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}
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@@ -0,0 +1,17 @@
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//SMAA pass 3 (neighborhood blending) - vertex stage. Port of SMAANeighborhoodBlendingVS.
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//u_metrics = (1/width, 1/height, width, height).
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attribute vec4 a_position;
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attribute vec2 a_texCoord0;
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uniform vec4 u_metrics;
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varying vec2 v_texCoords;
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varying vec4 v_offset;
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void main(){
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v_texCoords = a_texCoord0;
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v_offset = u_metrics.xyxy * vec4(1.0, 0.0, 0.0, 1.0) + a_texCoord0.xyxy;
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gl_Position = a_position;
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}
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@@ -0,0 +1,63 @@
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//SMAA pass 1 (luma edge detection) - fragment stage. Port of SMAALumaEdgeDetectionPS (no predication).
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//Input: u_texture = scene color (LINEAR filtering, clamp to edge)
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//Output: RG = edge flags (left, top). Pixels with no edge are discarded, so the target MUST be cleared to 0 first.
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#define HIGHP
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//SMAA_PRESET_HIGH values
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#define SMAA_THRESHOLD 0.1
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#define SMAA_LOCAL_CONTRAST_ADAPTATION_FACTOR 2.0
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uniform sampler2D u_texture;
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varying vec2 v_texCoords;
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varying vec4 v_offset0;
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varying vec4 v_offset1;
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varying vec4 v_offset2;
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//explicit declaration so the Arc prelude does not add a lowp one (edge data needs full precision on GLES)
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out vec4 fragColor;
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const vec3 lumaWeights = vec3(0.2126, 0.7152, 0.0722);
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float luma(vec2 coord){
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return dot(texture2D(u_texture, coord).rgb, lumaWeights);
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}
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void main(){
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vec2 threshold = vec2(SMAA_THRESHOLD);
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//left and top deltas
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float L = luma(v_texCoords);
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float Lleft = luma(v_offset0.xy);
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float Ltop = luma(v_offset0.zw);
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vec4 delta;
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delta.xy = abs(L - vec2(Lleft, Ltop));
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vec2 edges = step(threshold, delta.xy);
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//early out if there is no edge
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if(dot(edges, vec2(1.0)) == 0.0){
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discard;
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}
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//right and bottom deltas
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float Lright = luma(v_offset1.xy);
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float Lbottom = luma(v_offset1.zw);
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delta.zw = abs(L - vec2(Lright, Lbottom));
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vec2 maxDelta = max(delta.xy, delta.zw);
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//next-to-left and next-to-top deltas
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float Lleftleft = luma(v_offset2.xy);
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float Ltoptop = luma(v_offset2.zw);
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delta.zw = abs(vec2(Lleft, Ltop) - vec2(Lleftleft, Ltoptop));
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maxDelta = max(maxDelta.xy, delta.zw);
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float finalDelta = max(maxDelta.x, maxDelta.y);
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//local contrast adaptation
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edges.xy *= step(finalDelta, SMAA_LOCAL_CONTRAST_ADAPTATION_FACTOR * delta.xy);
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fragColor = vec4(edges, 0.0, 0.0);
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}
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@@ -0,0 +1,22 @@
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//SMAA pass 1 (luma edge detection) - vertex stage. Port of SMAAEdgeDetectionVS.
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//u_metrics = (1/width, 1/height, width, height) of the buffer being processed.
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attribute vec4 a_position;
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attribute vec2 a_texCoord0;
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uniform vec4 u_metrics;
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varying vec2 v_texCoords;
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varying vec4 v_offset0;
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varying vec4 v_offset1;
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varying vec4 v_offset2;
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void main(){
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v_texCoords = a_texCoord0;
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v_offset0 = u_metrics.xyxy * vec4(-1.0, 0.0, 0.0, -1.0) + a_texCoord0.xyxy;
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v_offset1 = u_metrics.xyxy * vec4( 1.0, 0.0, 0.0, 1.0) + a_texCoord0.xyxy;
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v_offset2 = u_metrics.xyxy * vec4(-2.0, 0.0, 0.0, -2.0) + a_texCoord0.xyxy;
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gl_Position = a_position;
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}
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Binary file not shown.
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After Width: | Height: | Size: 5.8 KiB |
@@ -0,0 +1,350 @@
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//SMAA pass 2 (blending weight calculation) - fragment stage. Port of SMAABlendingWeightCalculationPS,
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//including the diagonal and corner pattern handling. Non-temporal, so subsample indices are all zero.
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//
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//Inputs: u_texture = edges from pass 1 (LINEAR filtering, clamp to edge - the searches rely on bilinear fetches)
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// u_area = AreaTex (160x560, RG8, LINEAR, clamp) on texture unit 1
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// u_search = SearchTex (64x16, R8, point/linear, clamp) on texture unit 2
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//Output: RGBA = blend weights.
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#define HIGHP
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//SMAA_PRESET_HIGH values
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#define SMAA_MAX_SEARCH_STEPS 16
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#define SMAA_MAX_SEARCH_STEPS_DIAG 8
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#define SMAA_CORNER_ROUNDING 25
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//uncomment to disable diagonal / corner handling (PRESET_LOW / MEDIUM do this)
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//#define SMAA_DISABLE_DIAG_DETECTION
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//#define SMAA_DISABLE_CORNER_DETECTION
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#define SMAA_AREATEX_MAX_DISTANCE 16
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#define SMAA_AREATEX_MAX_DISTANCE_DIAG 20
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#define SMAA_AREATEX_PIXEL_SIZE (1.0 / vec2(160.0, 560.0))
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#define SMAA_AREATEX_SUBTEX_SIZE (1.0 / 7.0)
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#define SMAA_SEARCHTEX_SIZE vec2(66.0, 33.0)
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#define SMAA_SEARCHTEX_PACKED_SIZE vec2(64.0, 16.0)
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#define SMAA_CORNER_ROUNDING_NORM (float(SMAA_CORNER_ROUNDING) / 100.0)
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//offsets to textureLodOffset must be compile-time constants, so this has to be a macro
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#define sampleOffset(tex, coord, off) textureLodOffset(tex, coord, 0.0, off)
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uniform sampler2D u_texture; //edges
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uniform sampler2D u_area;
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uniform sampler2D u_search;
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uniform vec4 u_metrics;
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varying vec2 v_texCoords;
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varying vec2 v_pixcoord;
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varying vec4 v_offset0;
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varying vec4 v_offset1;
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varying vec4 v_offset2;
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out vec4 fragColor;
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//---- diagonal pattern handling ----
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#ifndef SMAA_DISABLE_DIAG_DETECTION
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//conditionally decodes edges that were fetched with a bilinear tap at a diagonal
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vec2 decodeDiag(vec2 e){
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e.r = e.r * abs(5.0 * e.r - 5.0 * 0.75);
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return round(e);
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}
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vec4 decodeDiag(vec4 e){
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e.rb = e.rb * abs(5.0 * e.rb - 5.0 * 0.75);
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return round(e);
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}
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vec2 searchDiag1(vec2 texcoord, vec2 dir, out vec2 e){
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vec4 coord = vec4(texcoord, -1.0, 1.0);
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vec3 t = vec3(u_metrics.xy, 1.0);
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while(coord.z < float(SMAA_MAX_SEARCH_STEPS_DIAG - 1) && coord.w > 0.9){
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coord.xyz = t * vec3(dir, 1.0) + coord.xyz;
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e = textureLod(u_texture, coord.xy, 0.0).rg;
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coord.w = dot(e, vec2(0.5));
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}
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return coord.zw;
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}
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vec2 searchDiag2(vec2 texcoord, vec2 dir, out vec2 e){
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vec4 coord = vec4(texcoord, -1.0, 1.0);
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coord.x += 0.25 * u_metrics.x; //see @SearchDiag2Optimization in the original
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vec3 t = vec3(u_metrics.xy, 1.0);
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while(coord.z < float(SMAA_MAX_SEARCH_STEPS_DIAG - 1) && coord.w > 0.9){
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coord.xyz = t * vec3(dir, 1.0) + coord.xyz;
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//bilinear fetch is used here, so the result must be decoded
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e = textureLod(u_texture, coord.xy, 0.0).rg;
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e = decodeDiag(e);
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coord.w = dot(e, vec2(0.5));
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}
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return coord.zw;
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}
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//area lookup for diagonal patterns
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vec2 areaDiag(vec2 dist, vec2 e, float offset){
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vec2 texcoord = vec2(SMAA_AREATEX_MAX_DISTANCE_DIAG) * e + dist;
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//move to texel centers
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texcoord = SMAA_AREATEX_PIXEL_SIZE * texcoord + 0.5 * SMAA_AREATEX_PIXEL_SIZE;
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//diagonal areas are on the second half of the texture
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texcoord.x += 0.5;
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//subsample offset
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texcoord.y += SMAA_AREATEX_SUBTEX_SIZE * offset;
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return textureLod(u_area, texcoord, 0.0).rg;
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}
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vec2 calculateDiagWeights(vec2 texcoord, vec2 e){
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vec2 weights = vec2(0.0);
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//subsample indices are zero for non-temporal use: z = w = 0.0
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vec4 d;
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vec2 end;
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if(e.r > 0.0){
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d.xz = searchDiag1(texcoord, vec2(-1.0, 1.0), end);
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d.x += float(end.y > 0.9);
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}else{
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d.xz = vec2(0.0);
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}
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d.yw = searchDiag1(texcoord, vec2(1.0, -1.0), end);
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if(d.x + d.y > 2.0){ //d.x + d.y + 1 > 3
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//fetch the crossing edges
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vec4 coords = vec4(-d.x + 0.25, d.x, d.y, -d.y - 0.25) * u_metrics.xyxy + texcoord.xyxy;
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vec4 c;
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c.xy = sampleOffset(u_texture, coords.xy, ivec2(-1, 0)).rg;
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c.zw = sampleOffset(u_texture, coords.zw, ivec2( 1, 0)).rg;
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c.yxwz = decodeDiag(c.xyzw);
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//merge crossing edges at each side into a single value
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vec2 cc = vec2(2.0) * c.xz + c.yw;
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//remove the crossing edge if we didn't find the end of the line
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if(d.z >= 0.9) cc.x = 0.0;
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if(d.w >= 0.9) cc.y = 0.0;
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weights += areaDiag(d.xy, cc, 0.0);
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}
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//second diagonal
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d.xz = searchDiag2(texcoord, vec2(-1.0, -1.0), end);
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if(sampleOffset(u_texture, texcoord, ivec2(1, 0)).r > 0.0){
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d.yw = searchDiag2(texcoord, vec2(1.0, 1.0), end);
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d.y += float(end.y > 0.9);
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}else{
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d.yw = vec2(0.0);
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}
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if(d.x + d.y > 2.0){ //d.x + d.y + 1 > 3
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vec4 coords = vec4(-d.x, -d.x, d.y, d.y) * u_metrics.xyxy + texcoord.xyxy;
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vec4 c;
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c.x = sampleOffset(u_texture, coords.xy, ivec2(-1, 0)).g;
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c.y = sampleOffset(u_texture, coords.xy, ivec2( 0, -1)).r;
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c.zw = sampleOffset(u_texture, coords.zw, ivec2( 1, 0)).gr;
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vec2 cc = vec2(2.0) * c.xz + c.yw;
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if(d.z >= 0.9) cc.x = 0.0;
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if(d.w >= 0.9) cc.y = 0.0;
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weights += areaDiag(d.xy, cc, 0.0).gr;
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}
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return weights;
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}
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#endif
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//---- horizontal / vertical searches ----
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//scan the search texture for the real end of the line
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float searchLength(vec2 e, float offset){
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//the texture is 66x33 but packed into 64x16, the two halves store left and right variants
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vec2 scale = SMAA_SEARCHTEX_SIZE * vec2(0.5, -1.0);
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vec2 bias = SMAA_SEARCHTEX_SIZE * vec2(offset, 1.0);
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//scale and bias to access texel centers
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scale += vec2(-1.0, 1.0);
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bias += vec2(0.5, -0.5);
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//convert from pixel coordinates to texcoords
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scale *= 1.0 / SMAA_SEARCHTEX_PACKED_SIZE;
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bias *= 1.0 / SMAA_SEARCHTEX_PACKED_SIZE;
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return textureLod(u_search, scale * e + bias, 0.0).r;
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}
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float searchXLeft(vec2 texcoord, float end){
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//bilinear filtering lets us check two edges per fetch, hence the step of 2 pixels
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vec2 e = vec2(0.0, 1.0);
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while(texcoord.x > end && e.g > 0.8281 && e.r == 0.0){
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e = textureLod(u_texture, texcoord, 0.0).rg;
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texcoord = -vec2(2.0, 0.0) * u_metrics.xy + texcoord;
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}
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float offset = -(255.0 / 127.0) * searchLength(e, 0.0) + 3.25;
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return u_metrics.x * offset + texcoord.x;
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}
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float searchXRight(vec2 texcoord, float end){
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vec2 e = vec2(0.0, 1.0);
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while(texcoord.x < end && e.g > 0.8281 && e.r == 0.0){
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e = textureLod(u_texture, texcoord, 0.0).rg;
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texcoord = vec2(2.0, 0.0) * u_metrics.xy + texcoord;
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}
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float offset = -(255.0 / 127.0) * searchLength(e, 0.5) + 3.25;
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return -u_metrics.x * offset + texcoord.x;
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}
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float searchYUp(vec2 texcoord, float end){
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vec2 e = vec2(1.0, 0.0);
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while(texcoord.y > end && e.r > 0.8281 && e.g == 0.0){
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e = textureLod(u_texture, texcoord, 0.0).rg;
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texcoord = -vec2(0.0, 2.0) * u_metrics.xy + texcoord;
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}
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float offset = -(255.0 / 127.0) * searchLength(e.gr, 0.0) + 3.25;
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return u_metrics.y * offset + texcoord.y;
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}
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float searchYDown(vec2 texcoord, float end){
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vec2 e = vec2(1.0, 0.0);
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while(texcoord.y < end && e.r > 0.8281 && e.g == 0.0){
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e = textureLod(u_texture, texcoord, 0.0).rg;
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texcoord = vec2(0.0, 2.0) * u_metrics.xy + texcoord;
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}
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float offset = -(255.0 / 127.0) * searchLength(e.gr, 0.5) + 3.25;
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return -u_metrics.y * offset + texcoord.y;
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}
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//area lookup for orthogonal patterns
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vec2 area(vec2 dist, float e1, float e2, float offset){
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//rounding prevents precision errors of bilinear filtering
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vec2 texcoord = vec2(SMAA_AREATEX_MAX_DISTANCE) * round(4.0 * vec2(e1, e2)) + dist;
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//move to texel centers
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texcoord = SMAA_AREATEX_PIXEL_SIZE * texcoord + 0.5 * SMAA_AREATEX_PIXEL_SIZE;
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//subsample offset
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texcoord.y = SMAA_AREATEX_SUBTEX_SIZE * offset + texcoord.y;
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return textureLod(u_area, texcoord, 0.0).rg;
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}
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//---- corner detection ----
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void detectHorizontalCornerPattern(inout vec2 weights, vec4 texcoord, vec2 d){
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#ifndef SMAA_DISABLE_CORNER_DETECTION
|
||||
vec2 leftRight = step(d.xy, d.yx);
|
||||
vec2 rounding = (1.0 - SMAA_CORNER_ROUNDING_NORM) * leftRight;
|
||||
|
||||
rounding /= leftRight.x + leftRight.y; //reduce blending for pixels in the center of a line
|
||||
|
||||
vec2 factor = vec2(1.0);
|
||||
factor.x -= rounding.x * sampleOffset(u_texture, texcoord.xy, ivec2(0, 1)).r;
|
||||
factor.x -= rounding.y * sampleOffset(u_texture, texcoord.zw, ivec2(1, 1)).r;
|
||||
factor.y -= rounding.x * sampleOffset(u_texture, texcoord.xy, ivec2(0, -2)).r;
|
||||
factor.y -= rounding.y * sampleOffset(u_texture, texcoord.zw, ivec2(1, -2)).r;
|
||||
|
||||
weights *= clamp(factor, 0.0, 1.0);
|
||||
#endif
|
||||
}
|
||||
|
||||
void detectVerticalCornerPattern(inout vec2 weights, vec4 texcoord, vec2 d){
|
||||
#ifndef SMAA_DISABLE_CORNER_DETECTION
|
||||
vec2 leftRight = step(d.xy, d.yx);
|
||||
vec2 rounding = (1.0 - SMAA_CORNER_ROUNDING_NORM) * leftRight;
|
||||
|
||||
rounding /= leftRight.x + leftRight.y;
|
||||
|
||||
vec2 factor = vec2(1.0);
|
||||
factor.x -= rounding.x * sampleOffset(u_texture, texcoord.xy, ivec2( 1, 0)).g;
|
||||
factor.x -= rounding.y * sampleOffset(u_texture, texcoord.zw, ivec2( 1, 1)).g;
|
||||
factor.y -= rounding.x * sampleOffset(u_texture, texcoord.xy, ivec2(-2, 0)).g;
|
||||
factor.y -= rounding.y * sampleOffset(u_texture, texcoord.zw, ivec2(-2, 1)).g;
|
||||
|
||||
weights *= clamp(factor, 0.0, 1.0);
|
||||
#endif
|
||||
}
|
||||
|
||||
void main(){
|
||||
vec2 texcoord = v_texCoords;
|
||||
vec4 weights = vec4(0.0);
|
||||
|
||||
vec2 e = texture2D(u_texture, texcoord).rg;
|
||||
|
||||
if(e.g > 0.0){ //edge at north
|
||||
#ifndef SMAA_DISABLE_DIAG_DETECTION
|
||||
//diagonals have both north and west edges, so searching for them in one of the boundaries is enough
|
||||
weights.rg = calculateDiagWeights(texcoord, e);
|
||||
|
||||
//skip horizontal/vertical processing if a diagonal pattern was found
|
||||
if(weights.r == -weights.g){ //weights.r + weights.g == 0.0
|
||||
#endif
|
||||
|
||||
vec2 d;
|
||||
|
||||
//find the distance to the left
|
||||
vec3 coords;
|
||||
coords.x = searchXLeft(v_offset0.xy, v_offset2.x);
|
||||
coords.y = v_offset1.y; //offset[1].y = texcoord.y - 0.25 * texel.y (interpolated by hardware)
|
||||
d.x = coords.x;
|
||||
|
||||
//fetch the left crossing edges, use bilinear filtering to fetch two edges in a single tap
|
||||
float e1 = textureLod(u_texture, coords.xy, 0.0).r;
|
||||
|
||||
//find the distance to the right
|
||||
coords.z = searchXRight(v_offset0.zw, v_offset2.y);
|
||||
d.y = coords.z;
|
||||
|
||||
//convert distances from texcoords to pixels; abs() because of the round() offsets
|
||||
d = abs(round(u_metrics.zz * d - v_pixcoord.xx));
|
||||
|
||||
//square root to get more accuracy for small distances (the area texture is compressed)
|
||||
vec2 sqrt_d = sqrt(d);
|
||||
|
||||
//fetch the right crossing edges
|
||||
float e2 = sampleOffset(u_texture, coords.zy, ivec2(1, 0)).r;
|
||||
|
||||
//pattern-specific area
|
||||
weights.rg = area(sqrt_d, e1, e2, 0.0);
|
||||
|
||||
//fix corners
|
||||
coords.y = texcoord.y;
|
||||
detectHorizontalCornerPattern(weights.rg, coords.xyzy, d);
|
||||
|
||||
#ifndef SMAA_DISABLE_DIAG_DETECTION
|
||||
}else{
|
||||
e.r = 0.0; //skip vertical processing
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
if(e.r > 0.0){ //edge at west
|
||||
vec2 d;
|
||||
|
||||
//find the distance to the top
|
||||
vec3 coords;
|
||||
coords.y = searchYUp(v_offset1.xy, v_offset2.z);
|
||||
coords.x = v_offset0.x; //offset[0].x = texcoord.x - 0.25 * texel.x
|
||||
d.x = coords.y;
|
||||
|
||||
float e1 = textureLod(u_texture, coords.xy, 0.0).g;
|
||||
|
||||
//find the distance to the bottom
|
||||
coords.z = searchYDown(v_offset1.zw, v_offset2.w);
|
||||
d.y = coords.z;
|
||||
|
||||
d = abs(round(u_metrics.ww * d - v_pixcoord.yy));
|
||||
|
||||
vec2 sqrt_d = sqrt(d);
|
||||
|
||||
float e2 = sampleOffset(u_texture, coords.xz, ivec2(0, 1)).g;
|
||||
|
||||
weights.ba = area(sqrt_d, e1, e2, 0.0);
|
||||
|
||||
coords.x = texcoord.x;
|
||||
detectVerticalCornerPattern(weights.ba, coords.xyxz, d);
|
||||
}
|
||||
|
||||
fragColor = weights;
|
||||
}
|
||||
@@ -0,0 +1,31 @@
|
||||
//SMAA pass 2 (blending weight calculation) - vertex stage. Port of SMAABlendingWeightCalculationVS.
|
||||
//u_metrics = (1/width, 1/height, width, height).
|
||||
//SMAA_MAX_SEARCH_STEPS must match the value in smaa-weights.frag.
|
||||
|
||||
#define SMAA_MAX_SEARCH_STEPS 16
|
||||
|
||||
attribute vec4 a_position;
|
||||
attribute vec2 a_texCoord0;
|
||||
|
||||
uniform vec4 u_metrics;
|
||||
|
||||
varying vec2 v_texCoords;
|
||||
varying vec2 v_pixcoord;
|
||||
varying vec4 v_offset0;
|
||||
varying vec4 v_offset1;
|
||||
varying vec4 v_offset2;
|
||||
|
||||
void main(){
|
||||
v_texCoords = a_texCoord0;
|
||||
v_pixcoord = a_texCoord0 * u_metrics.zw;
|
||||
|
||||
//search offsets, quarter/eighth pixel biases are part of the algorithm
|
||||
v_offset0 = u_metrics.xyxy * vec4(-0.25, -0.125, 1.25, -0.125) + a_texCoord0.xyxy;
|
||||
v_offset1 = u_metrics.xyxy * vec4(-0.125, -0.25, -0.125, 1.25) + a_texCoord0.xyxy;
|
||||
|
||||
//search limits
|
||||
v_offset2 = u_metrics.xxyy * (vec4(-2.0, 2.0, -2.0, 2.0) * float(SMAA_MAX_SEARCH_STEPS))
|
||||
+ vec4(v_offset0.xz, v_offset1.yw);
|
||||
|
||||
gl_Position = a_position;
|
||||
}
|
||||
@@ -33,6 +33,7 @@ public class Renderer implements ApplicationListener{
|
||||
public final OverlayRenderer overlays = new OverlayRenderer();
|
||||
public final LightRenderer lights = new LightRenderer();
|
||||
public final Pixelator pixelator = new Pixelator();
|
||||
public final SMAA smaa = new SMAA();
|
||||
public PlanetRenderer planets;
|
||||
|
||||
public @Nullable Bloom bloom;
|
||||
@@ -218,6 +219,10 @@ public class Renderer implements ApplicationListener{
|
||||
|
||||
if(renderer.pixelate){
|
||||
pixelator.drawPixelate();
|
||||
}else if(smaa.enabled()){
|
||||
smaa.begin();
|
||||
draw();
|
||||
smaa.end();
|
||||
}else{
|
||||
draw();
|
||||
}
|
||||
@@ -262,6 +267,7 @@ public class Renderer implements ApplicationListener{
|
||||
|
||||
@Override
|
||||
public void dispose(){
|
||||
smaa.dispose();
|
||||
Events.fire(new DisposeEvent());
|
||||
}
|
||||
|
||||
|
||||
@@ -0,0 +1,155 @@
|
||||
package mindustry.graphics;
|
||||
|
||||
import arc.graphics.*;
|
||||
import arc.graphics.gl.*;
|
||||
import arc.util.*;
|
||||
|
||||
import static arc.Core.*;
|
||||
|
||||
/**
|
||||
* Subpixel Morphological Anti-Aliasing (SMAA 1x), post-process anti-aliasing.
|
||||
* Ported from https://github.com/iryoku/smaa (MIT), see assets/shaders/smaa-*.
|
||||
* <p>
|
||||
* Usage: call {@link #begin()} before rendering the scene and {@link #end()} afterwards.
|
||||
*/
|
||||
public class SMAA implements Disposable{
|
||||
private boolean initialized, failed, active;
|
||||
|
||||
private FrameBuffer sceneBuffer, edgesBuffer, weightsBuffer;
|
||||
private Texture areaTex, searchTex;
|
||||
private Shader edgesShader, weightsShader, blendShader;
|
||||
|
||||
/** @return whether SMAA should be applied this frame. */
|
||||
public boolean enabled(){
|
||||
return settings.getBool("smaa") && !failed;
|
||||
}
|
||||
|
||||
private void init(){
|
||||
initialized = true;
|
||||
try{
|
||||
sceneBuffer = new FrameBuffer();
|
||||
edgesBuffer = new FrameBuffer();
|
||||
weightsBuffer = new FrameBuffer();
|
||||
|
||||
//all three buffers are sampled with bilinear filtering by the shaders (the searches and the final blend rely on it)
|
||||
for(FrameBuffer buffer : new FrameBuffer[]{sceneBuffer, edgesBuffer, weightsBuffer}){
|
||||
buffer.texture.setFilter(TextureFilter.linear, TextureFilter.linear);
|
||||
buffer.texture.setWrap(TextureWrap.clampToEdge);
|
||||
}
|
||||
|
||||
areaTex = new Texture(Shaders.getShaderFi("smaa-area.png"));
|
||||
areaTex.setFilter(TextureFilter.linear, TextureFilter.linear);
|
||||
areaTex.setWrap(TextureWrap.clampToEdge);
|
||||
|
||||
searchTex = new Texture(Shaders.getShaderFi("smaa-search.png"));
|
||||
searchTex.setFilter(TextureFilter.linear, TextureFilter.linear);
|
||||
searchTex.setWrap(TextureWrap.clampToEdge);
|
||||
|
||||
edgesShader = new SMAAShader("smaa-edges"){
|
||||
@Override
|
||||
public void apply(){
|
||||
setUniformi("u_texture", 0);
|
||||
applyMetrics(this, sceneBuffer);
|
||||
}
|
||||
};
|
||||
|
||||
weightsShader = new SMAAShader("smaa-weights"){
|
||||
@Override
|
||||
public void apply(){
|
||||
areaTex.bind(1);
|
||||
searchTex.bind(2);
|
||||
Gl.activeTexture(Gl.texture0);
|
||||
|
||||
setUniformi("u_texture", 0);
|
||||
setUniformi("u_area", 1);
|
||||
setUniformi("u_search", 2);
|
||||
applyMetrics(this, edgesBuffer);
|
||||
}
|
||||
};
|
||||
|
||||
blendShader = new SMAAShader("smaa-blend"){
|
||||
@Override
|
||||
public void apply(){
|
||||
weightsBuffer.texture.bind(1);
|
||||
Gl.activeTexture(Gl.texture0);
|
||||
|
||||
setUniformi("u_texture", 0);
|
||||
setUniformi("u_blend", 1);
|
||||
applyMetrics(this, sceneBuffer);
|
||||
}
|
||||
};
|
||||
}catch(Throwable t){
|
||||
failed = true;
|
||||
Log.err("Failed to initialize SMAA, disabling it.", t);
|
||||
dispose();
|
||||
}
|
||||
}
|
||||
|
||||
private static void applyMetrics(Shader shader, FrameBuffer buffer){
|
||||
shader.setUniformf("u_metrics", 1f / buffer.width, 1f / buffer.height, buffer.width, buffer.height);
|
||||
}
|
||||
|
||||
/** Starts rendering the scene into the SMAA input buffer. Must be paired with {@link #end()}. */
|
||||
public void begin(){
|
||||
if(failed) return;
|
||||
if(!initialized) init();
|
||||
if(failed) return;
|
||||
|
||||
int w = graphics.getWidth(), h = graphics.getHeight();
|
||||
sceneBuffer.resize(w, h);
|
||||
edgesBuffer.resize(w, h);
|
||||
weightsBuffer.resize(w, h);
|
||||
|
||||
active = true;
|
||||
sceneBuffer.begin(Color.clear);
|
||||
}
|
||||
|
||||
/** Stops rendering the scene, runs all SMAA passes and draws the result to the previously bound framebuffer. */
|
||||
public void end(){
|
||||
if(!active) return;
|
||||
active = false;
|
||||
|
||||
sceneBuffer.end();
|
||||
|
||||
//every pass writes raw data, so blending must be off
|
||||
Blending.disabled.apply();
|
||||
|
||||
//pass 1: edges. this pass discards pixels without edges, so the target has to be cleared.
|
||||
edgesBuffer.begin(Color.clear);
|
||||
sceneBuffer.blit(edgesShader);
|
||||
edgesBuffer.end();
|
||||
|
||||
//pass 2: blending weights
|
||||
weightsBuffer.begin(Color.clear);
|
||||
edgesBuffer.blit(weightsShader);
|
||||
weightsBuffer.end();
|
||||
|
||||
//pass 3: blend the scene using the weights, straight to the screen
|
||||
sceneBuffer.blit(blendShader);
|
||||
|
||||
Blending.normal.apply();
|
||||
}
|
||||
|
||||
@Override
|
||||
public void dispose(){
|
||||
if(sceneBuffer != null) sceneBuffer.dispose();
|
||||
if(edgesBuffer != null) edgesBuffer.dispose();
|
||||
if(weightsBuffer != null) weightsBuffer.dispose();
|
||||
if(areaTex != null) areaTex.dispose();
|
||||
if(searchTex != null) searchTex.dispose();
|
||||
if(edgesShader != null) edgesShader.dispose();
|
||||
if(weightsShader != null) weightsShader.dispose();
|
||||
if(blendShader != null) blendShader.dispose();
|
||||
sceneBuffer = edgesBuffer = weightsBuffer = null;
|
||||
areaTex = searchTex = null;
|
||||
edgesShader = weightsShader = blendShader = null;
|
||||
initialized = false;
|
||||
}
|
||||
|
||||
/** Loads smaa-[name].vert and smaa-[name].frag from the shaders folder. */
|
||||
private static class SMAAShader extends Shader{
|
||||
SMAAShader(String name){
|
||||
super(Shaders.getShaderFi(name + ".vert"), Shaders.getShaderFi(name + ".frag"));
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -8,6 +8,7 @@ import arc.graphics.gl.*;
|
||||
import arc.math.*;
|
||||
import arc.math.geom.*;
|
||||
import arc.util.*;
|
||||
import mindustry.*;
|
||||
import mindustry.game.EventType.*;
|
||||
import mindustry.graphics.*;
|
||||
import mindustry.graphics.g3d.PlanetGrid.*;
|
||||
@@ -52,6 +53,8 @@ public class PlanetRenderer implements Disposable{
|
||||
|
||||
/** Render the entire planet scene to the screen. */
|
||||
public void render(PlanetParams params){
|
||||
boolean aa = Vars.renderer.smaa.enabled();
|
||||
if(aa) Vars.renderer.smaa.begin();
|
||||
Draw.flush();
|
||||
Gl.clear(Gl.depthBufferBit);
|
||||
Gl.enable(Gl.depthTest);
|
||||
@@ -142,6 +145,7 @@ public class PlanetRenderer implements Disposable{
|
||||
Gl.disable(Gl.depthTest);
|
||||
|
||||
cam.update();
|
||||
if(aa) Vars.renderer.smaa.end();
|
||||
}
|
||||
|
||||
public void renderPlanet(Planet planet, PlanetParams params){
|
||||
|
||||
@@ -501,6 +501,7 @@ public class SettingsMenuDialog extends BaseDialog{
|
||||
}
|
||||
}
|
||||
|
||||
graphics.checkPref("smaa", false);
|
||||
graphics.checkPref("effects", true);
|
||||
graphics.checkPref("atmosphere", true);
|
||||
graphics.checkPref("drawlight", true);
|
||||
|
||||
Reference in New Issue
Block a user