kong test
This commit is contained in:
@@ -1,308 +0,0 @@
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#version 450
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#define SMAA_MAX_SEARCH_STEPS_DIAG 8
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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 25
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#define SMAA_CORNER_ROUNDING_NORM (float(SMAA_CORNER_ROUNDING) / 100.0)
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#define SMAA_AREATEX_SELECT(sample) sample.rg
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#define SMAA_SEARCHTEX_SELECT(sample) sample.r
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#define mad(a, b, c) (a * b + c)
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#define saturate(a) clamp(a, 0.0, 1.0)
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#define round(a) floor(a + 0.5)
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uniform sampler2D edges_tex;
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uniform sampler2D area_tex;
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uniform sampler2D search_tex;
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uniform vec2 screen_size;
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uniform vec2 screen_size_inv;
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in vec2 tex_coord;
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in vec2 pixcoord;
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in vec4 offset0;
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in vec4 offset1;
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in vec4 offset2;
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out vec4 frag_color;
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vec2 cdw_end;
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vec4 textureLod_a(sampler2D edges_tex, vec2 coord, float lod) {
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coord.y = 1.0 - coord.y;
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return textureLod(edges_tex, coord, lod);
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}
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#define smaa_sample_level_zero_offset(edges_tex, coord, offset) textureLod_a(edges_tex, coord + offset * screen_size_inv.xy, 0.0)
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vec2 smaa_decode_diag_bilinear_access(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 smaa_decode_diag_bilinear_access(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 smaa_search_diag1(vec2 texcoord, vec2 dir) {
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vec4 coord = vec4(texcoord, -1.0, 1.0);
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vec3 t = vec3(screen_size_inv.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 = mad(t, vec3(dir, 1.0), coord.xyz);
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cdw_end = textureLod_a(edges_tex, coord.xy, 0.0).rg;
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coord.w = dot(cdw_end /*e*/, vec2(0.5, 0.5));
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}
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return coord.zw;
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}
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vec2 smaa_search_diag2(vec2 texcoord, vec2 dir) {
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vec4 coord = vec4(texcoord, -1.0, 1.0);
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coord.x += 0.25 * screen_size_inv.x;
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vec3 t = vec3(screen_size_inv.xy, 1.0);
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float cw = coord.w; // TODO: krafix hlsl bug
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while (coord.z < float(SMAA_MAX_SEARCH_STEPS_DIAG - 1) && cw > 0.9) {
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coord.xyz = mad(t, vec3(dir, 1.0), coord.xyz);
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cdw_end = textureLod_a(edges_tex, coord.xy, 0.0).rg;
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cdw_end = smaa_decode_diag_bilinear_access(cdw_end);
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cw = dot(cdw_end, vec2(0.5, 0.5));
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}
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coord.w = cw;
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return coord.zw;
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}
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vec2 smaa_area_diag(vec2 dist, vec2 e, float offset) {
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vec2 texcoord = mad(vec2(SMAA_AREATEX_MAX_DISTANCE_DIAG, SMAA_AREATEX_MAX_DISTANCE_DIAG), e, dist);
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texcoord = mad(SMAA_AREATEX_PIXEL_SIZE, texcoord, 0.5 * SMAA_AREATEX_PIXEL_SIZE);
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texcoord.x += 0.5;
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texcoord.y += SMAA_AREATEX_SUBTEX_SIZE * offset;
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return SMAA_AREATEX_SELECT(textureLod(area_tex, texcoord, 0.0));
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}
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vec2 smaa_calculate_diag_weights(vec2 texcoord, vec2 e, vec4 subsample_indices) {
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vec2 weights = vec2(0.0, 0.0);
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vec4 d;
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if (e.r > 0.0) {
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d.xz = smaa_search_diag1(texcoord, vec2(-1.0, 1.0));
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float dadd = cdw_end.y > 0.9 ? 1.0 : 0.0;
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d.x += dadd;
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}
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else {
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d.xz = vec2(0.0, 0.0);
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}
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d.yw = smaa_search_diag1(texcoord, vec2(1.0, -1.0));
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if (d.x + d.y > 2.0) {
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vec4 coords = mad(vec4(-d.x + 0.25, d.x, d.y, -d.y - 0.25), screen_size_inv.xyxy, texcoord.xyxy);
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vec4 c;
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c.xy = smaa_sample_level_zero_offset(edges_tex, coords.xy, vec2(-1, 0)).rg;
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c.zw = smaa_sample_level_zero_offset(edges_tex, coords.zw, vec2( 1, 0)).rg;
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c.yxwz = smaa_decode_diag_bilinear_access(c.xyzw);
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vec2 cc = mad(vec2(2.0, 2.0), c.xz, c.yw);
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float a1condx = step(0.9, d.z);
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float a1condy = step(0.9, d.w);
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if (a1condx == 1.0) cc.x = 0.0;
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if (a1condy == 1.0) cc.y = 0.0;
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weights += smaa_area_diag(d.xy, cc, subsample_indices.z);
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}
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d.xz = smaa_search_diag2(texcoord, vec2(-1.0, -1.0));
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if (smaa_sample_level_zero_offset(edges_tex, texcoord, vec2(1, 0)).r > 0.0) {
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d.yw = smaa_search_diag2(texcoord, vec2(1.0, 1.0));
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float dadd = cdw_end.y > 0.9 ? 1.0 : 0.0;
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d.y += dadd;
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}
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else {
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d.yw = vec2(0.0, 0.0);
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}
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if (d.x + d.y > 2.0) {
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vec4 coords = mad(vec4(-d.x, -d.x, d.y, d.y), screen_size_inv.xyxy, texcoord.xyxy);
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vec4 c;
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c.x = smaa_sample_level_zero_offset(edges_tex, coords.xy, vec2(-1, 0)).g;
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c.y = smaa_sample_level_zero_offset(edges_tex, coords.xy, vec2( 0, -1)).r;
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c.zw = smaa_sample_level_zero_offset(edges_tex, coords.zw, vec2( 1, 0)).gr;
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vec2 cc = mad(vec2(2.0, 2.0), c.xz, c.yw);
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float a1condx = step(0.9, d.z);
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float a1condy = step(0.9, d.w);
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if (a1condx == 1.0) cc.x = 0.0;
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if (a1condy == 1.0) cc.y = 0.0;
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weights += smaa_area_diag(d.xy, cc, subsample_indices.w).gr;
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}
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return weights;
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}
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float smaa_search_length(vec2 e, float offset) {
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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 += vec2(-1.0, 1.0);
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bias += vec2( 0.5, -0.5);
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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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vec2 coord = mad(scale, e, bias);
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return SMAA_SEARCHTEX_SELECT(textureLod(search_tex, coord, 0.0));
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}
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float smaa_search_x_left(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_a(edges_tex, texcoord, 0.0).rg;
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texcoord = mad(-vec2(2.0, 0.0), screen_size_inv.xy, texcoord);
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}
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float offset = mad(-(255.0 / 127.0), smaa_search_length(e, 0.0), 3.25);
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return mad(screen_size_inv.x, offset, texcoord.x);
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}
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float smaa_search_x_right(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_a(edges_tex, texcoord, 0.0).rg;
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texcoord = mad(vec2(2.0, 0.0), screen_size_inv.xy, texcoord);
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}
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float offset = mad(-(255.0 / 127.0), smaa_search_length(e, 0.5), 3.25);
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return mad(-screen_size_inv.x, offset, texcoord.x);
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}
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float smaa_search_y_up(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_a(edges_tex, texcoord, 0.0).rg;
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texcoord = mad(-vec2(0.0, 2.0), screen_size_inv.xy, texcoord);
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}
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float offset = mad(-(255.0 / 127.0), smaa_search_length(e.gr, 0.0), 3.25);
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return mad(screen_size_inv.y, offset, texcoord.y);
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}
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float smaa_search_y_down(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_a(edges_tex, texcoord, 0.0).rg;
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texcoord = mad(vec2(0.0, 2.0), screen_size_inv.xy, texcoord);
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}
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float offset = mad(-(255.0 / 127.0), smaa_search_length(e.gr, 0.5), 3.25);
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return mad(-screen_size_inv.y, offset, texcoord.y);
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}
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vec2 smaa_area(vec2 dist, float e1, float e2, float offset) {
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vec2 texcoord = mad(vec2(SMAA_AREATEX_MAX_DISTANCE, SMAA_AREATEX_MAX_DISTANCE), round(4.0 * vec2(e1, e2)), dist);
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texcoord = mad(SMAA_AREATEX_PIXEL_SIZE, texcoord, 0.5 * SMAA_AREATEX_PIXEL_SIZE);
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texcoord.y = mad(SMAA_AREATEX_SUBTEX_SIZE, offset, texcoord.y);
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return SMAA_AREATEX_SELECT(textureLod(area_tex, texcoord, 0.0));
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}
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vec2 smaa_detect_horizontal_corner_pattern(vec2 weights, vec4 texcoord, vec2 d) {
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vec2 left_right = step(d.xy, d.yx);
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vec2 rounding = (1.0 - SMAA_CORNER_ROUNDING_NORM) * left_right;
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rounding /= left_right.x + left_right.y;
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vec2 factor = vec2(1.0, 1.0);
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factor.x -= rounding.x * smaa_sample_level_zero_offset(edges_tex, texcoord.xy, vec2(0, 1)).r;
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factor.x -= rounding.y * smaa_sample_level_zero_offset(edges_tex, texcoord.zw, vec2(1, 1)).r;
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factor.y -= rounding.x * smaa_sample_level_zero_offset(edges_tex, texcoord.xy, vec2(0, -2)).r;
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factor.y -= rounding.y * smaa_sample_level_zero_offset(edges_tex, texcoord.zw, vec2(1, -2)).r;
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weights *= saturate(factor);
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return weights;
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}
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vec2 smaa_detect_vertical_corner_pattern(vec2 weights, vec4 texcoord, vec2 d) {
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vec2 left_right = step(d.xy, d.yx);
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vec2 rounding = (1.0 - SMAA_CORNER_ROUNDING_NORM) * left_right;
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rounding /= left_right.x + left_right.y;
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vec2 factor = vec2(1.0, 1.0);
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factor.x -= rounding.x * smaa_sample_level_zero_offset(edges_tex, texcoord.xy, vec2( 1, 0)).g;
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factor.x -= rounding.y * smaa_sample_level_zero_offset(edges_tex, texcoord.zw, vec2( 1, 1)).g;
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factor.y -= rounding.x * smaa_sample_level_zero_offset(edges_tex, texcoord.xy, vec2(-2, 0)).g;
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factor.y -= rounding.y * smaa_sample_level_zero_offset(edges_tex, texcoord.zw, vec2(-2, 1)).g;
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weights *= saturate(factor);
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return weights;
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}
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vec4 smaa_blending_weight_calculation_ps(vec2 texcoord, vec2 pixcoord, vec4 subsample_indices) {
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vec4 weights = vec4(0.0, 0.0, 0.0, 0.0);
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vec2 e = textureLod_a(edges_tex, texcoord, 0.0).rg;
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if (e.g > 0.0) {
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weights.rg = smaa_calculate_diag_weights(texcoord, e, subsample_indices);
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if (weights.r == -weights.g) {
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vec2 d;
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vec3 coords;
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coords.x = smaa_search_x_left(offset0.xy, offset2.x);
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coords.y = offset1.y;
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d.x = coords.x;
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float e1 = textureLod_a(edges_tex, coords.xy, 0.0).r;
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coords.z = smaa_search_x_right(offset0.zw, offset2.y);
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d.y = coords.z;
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d = abs(round(mad(screen_size.xx, d, -pixcoord.xx)));
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vec2 sqrt_d = sqrt(d);
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float e2 = smaa_sample_level_zero_offset(edges_tex, coords.zy, vec2(1, 0)).r;
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weights.rg = smaa_area(sqrt_d, e1, e2, subsample_indices.y);
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coords.y = texcoord.y;
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weights.rg = smaa_detect_horizontal_corner_pattern(weights.rg, coords.xyzy, d);
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}
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else {
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e.r = 0.0;
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}
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}
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if (e.r > 0.0) {
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vec2 d;
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vec3 coords;
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coords.y = smaa_search_y_up(offset1.xy, offset2.z);
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coords.x = offset0.x;
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d.x = coords.y;
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float e1 = textureLod_a(edges_tex, coords.xy, 0.0).g;
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coords.z = smaa_search_y_down(offset1.zw, offset2.w);
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d.y = coords.z;
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d = abs(round(mad(screen_size.yy, d, -pixcoord.yy)));
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vec2 sqrt_d = sqrt(d);
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float e2 = smaa_sample_level_zero_offset(edges_tex, coords.xz, vec2(0, 1)).g;
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weights.ba = smaa_area(sqrt_d, e1, e2, subsample_indices.x);
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coords.x = texcoord.x;
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weights.ba = smaa_detect_vertical_corner_pattern(weights.ba, coords.xyxz, d);
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}
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return weights;
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}
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void main() {
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frag_color = smaa_blending_weight_calculation_ps(tex_coord, pixcoord, vec4(0.0, 0.0, 0.0, 0.0));
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}
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@@ -0,0 +1,375 @@
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#[set(everything)]
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const edges_tex: tex2d;
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#[set(everything)]
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const edges_tex_sampler: sampler;
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#[set(everything)]
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const area_tex: tex2d;
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#[set(everything)]
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const area_tex_sampler: sampler;
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#[set(everything)]
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const search_tex: tex2d;
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#[set(everything)]
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const search_tex_sampler: sampler;
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#[set(everything)]
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const constants: {
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screen_size: float2;
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screen_size_inv: float2;
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};
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struct vert_in {
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pos: float2;
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}
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struct vert_out {
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pos: float4;
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tex: float2;
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pixcoord: float2;
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offset0: float4;
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offset1: float4;
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offset2: float4;
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}
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fun smaa_blend_weight_vert(input: vert_in): vert_out {
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var output: vert_out;
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output.tex = input.pos.xy * 0.5 + 0.5;
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output.pixcoord = output.tex * constants.screen_size;
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output.pos = float4(input.pos.xy, 0.0, 1.0);
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var xyxy: float4 = float4(constants.screen_size_inv.xy, constants.screen_size_inv.xy);
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output.offset0 = xyxy * float4(-0.25, -0.125, 1.25, -0.125) + float4(output.tex.xy, output.tex.xy);
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output.offset1 = xyxy * float4(-0.125, -0.25, -0.125, 1.25) + float4(output.tex.xy, output.tex.xy);
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var xxyy: float4 = float4(constants.screen_size_inv.xx, constants.screen_size_inv.yy);
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output.offset2 = xxyy * float4(-32.0, 32.0, -32.0, 32.0) + float4(output.offset0.xz, output.offset1.yw);
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return output;
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}
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fun abs1(a: float): float {
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if (a < 0) {
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return -a;
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}
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return a;
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}
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fun sample_edges_tex(coord: float2): float4 {
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coord.y = 1.0 - coord.y;
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return sample_lod(edges_tex, edges_tex_sampler, coord, 0.0);
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}
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fun smaa_sample_level_zero_offset(coord: float2, offset: float2): float4 {
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return sample_edges_tex(coord + offset * constants.screen_size_inv.xy);
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}
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fun smaa_decode_diag_bilinear_access2(e: float2): float2 {
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e.r = e.r * abs1(5.0 * e.r - 5.0 * 0.75);
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// return floor(e + 0.5);
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e.x = floor(e.x + 0.5);
|
||||
e.y = floor(e.y + 0.5);
|
||||
return e;
|
||||
}
|
||||
|
||||
fun smaa_decode_diag_bilinear_access4(e: float4): float4 {
|
||||
// e.rb = e.rb * abs(5.0 * e.rb - 5.0 * 0.75);
|
||||
e.r = e.r * abs1(5.0 * e.r - 5.0 * 0.75);
|
||||
e.b = e.b * abs1(5.0 * e.b - 5.0 * 0.75);
|
||||
// return floor(e + 0.5);
|
||||
e.x = floor(e.x + 0.5);
|
||||
e.y = floor(e.y + 0.5);
|
||||
e.z = floor(e.z + 0.5);
|
||||
e.w = floor(e.w + 0.5);
|
||||
return e;
|
||||
}
|
||||
|
||||
fun smaa_search_diag1(texcoord: float2, dir: float2): float3 {
|
||||
var coord: float4 = float4(texcoord, -1.0, 1.0);
|
||||
var t: float3 = float3(constants.screen_size_inv.xy, 1.0);
|
||||
var cdw_end: float2;
|
||||
while (coord.z < 7.0 && coord.w > 0.9) {
|
||||
coord.xyz = t * float3(dir, 1.0) + coord.xyz;
|
||||
cdw_end = sample_edges_tex(coord.xy).rg;
|
||||
coord.w = dot(cdw_end /*e*/, float2(0.5, 0.5));
|
||||
}
|
||||
return float3(coord.zw, cdw_end.y);
|
||||
}
|
||||
|
||||
fun smaa_search_diag2(texcoord: float2, dir: float2): float3 {
|
||||
var coord: float4 = float4(texcoord, -1.0, 1.0);
|
||||
coord.x += 0.25 * constants.screen_size_inv.x;
|
||||
var t: float3 = float3(constants.screen_size_inv.xy, 1.0);
|
||||
var cw: float = coord.w;
|
||||
var cdw_end: float2;
|
||||
while (coord.z < 7.0 && cw > 0.9) {
|
||||
coord.xyz = t * float3(dir, 1.0) + coord.xyz;
|
||||
cdw_end = sample_edges_tex(coord.xy).rg;
|
||||
cdw_end = smaa_decode_diag_bilinear_access2(cdw_end);
|
||||
cw = dot(cdw_end, float2(0.5, 0.5));
|
||||
}
|
||||
coord.w = cw;
|
||||
return float3(coord.zw, cdw_end.y);
|
||||
}
|
||||
|
||||
fun smaa_area_diag(dist: float2, e: float2, offset: float): float2 {
|
||||
var texcoord: float2 = float2(20, 20) * e + dist;
|
||||
texcoord = float2(1.0 / 160.0, 1.0 / 560.0) * texcoord + 0.5 * float2(1.0 / 160.0, 1.0 / 560.0);
|
||||
texcoord.x += 0.5;
|
||||
texcoord.y += (1.0 / 7.0) * offset;
|
||||
return sample_lod(area_tex, area_tex_sampler, texcoord, 0.0).rg;
|
||||
}
|
||||
|
||||
fun smaa_calculate_diag_weights(texcoord: float2, e: float2): float2 {
|
||||
var weights: float2 = float2(0.0, 0.0);
|
||||
var d: float4;
|
||||
if (e.r > 0.0) {
|
||||
var r: float3 = smaa_search_diag1(texcoord, float2(-1.0, 1.0));
|
||||
d.xz = r.xy;
|
||||
var dadd: float;
|
||||
if (r.z > 0.9) {
|
||||
dadd = 1.0;
|
||||
}
|
||||
else {
|
||||
dadd = 0.0;
|
||||
}
|
||||
d.x += dadd;
|
||||
}
|
||||
else {
|
||||
d.xz = float2(0.0, 0.0);
|
||||
}
|
||||
d.yw = smaa_search_diag1(texcoord, float2(1.0, -1.0)).xy;
|
||||
|
||||
if (d.x + d.y > 2.0) {
|
||||
var xyxy: float4 = float4(constants.screen_size_inv.xy, constants.screen_size_inv.xy);
|
||||
var coords: float4 = float4(-d.x + 0.25, d.x, d.y, -d.y - 0.25) * xyxy + float4(texcoord.xy, texcoord.xy);
|
||||
var c: float4;
|
||||
|
||||
c.xy = smaa_sample_level_zero_offset(coords.xy, float2(-1, 0)).rg;
|
||||
c.zw = smaa_sample_level_zero_offset(coords.zw, float2( 1, 0)).rg;
|
||||
c.yxwz = smaa_decode_diag_bilinear_access4(c.xyzw);
|
||||
|
||||
var cc: float2 = float2(2.0, 2.0) * c.xz + c.yw;
|
||||
var a1condx: float = step(0.9, d.z);
|
||||
var a1condy: float = step(0.9, d.w);
|
||||
if (a1condx == 1.0) {
|
||||
cc.x = 0.0;
|
||||
}
|
||||
if (a1condy == 1.0) {
|
||||
cc.y = 0.0;
|
||||
}
|
||||
weights += smaa_area_diag(d.xy, cc, 0.0);
|
||||
}
|
||||
|
||||
d.xz = smaa_search_diag2(texcoord, float2(-1.0, -1.0)).xy;
|
||||
if (smaa_sample_level_zero_offset(texcoord, float2(1, 0)).r > 0.0) {
|
||||
var r: float3 = smaa_search_diag2(texcoord, float2(1.0, 1.0));
|
||||
d.yw = r.xy;
|
||||
var dadd: float;
|
||||
if (r.z > 0.9) {
|
||||
dadd = 1.0;
|
||||
}
|
||||
else {
|
||||
dadd = 0.0;
|
||||
}
|
||||
d.y += dadd;
|
||||
}
|
||||
else {
|
||||
d.yw = float2(0.0, 0.0);
|
||||
}
|
||||
|
||||
if (d.x + d.y > 2.0) {
|
||||
var xyxy: float4 = float4(constants.screen_size_inv.xy, constants.screen_size_inv.xy);
|
||||
var coords: float4 = float4(-d.x, -d.x, d.y, d.y) * xyxy + float4(texcoord.xy, texcoord.xy);
|
||||
var c: float4;
|
||||
c.x = smaa_sample_level_zero_offset(coords.xy, float2(-1, 0)).g;
|
||||
c.y = smaa_sample_level_zero_offset(coords.xy, float2( 0, -1)).r;
|
||||
c.zw = smaa_sample_level_zero_offset(coords.zw, float2( 1, 0)).gr;
|
||||
var cc: float2 = float2(2.0, 2.0) * c.xz + c.yw;
|
||||
|
||||
var a1condx: float = step(0.9, d.z);
|
||||
var a1condy: float = step(0.9, d.w);
|
||||
if (a1condx == 1.0) {
|
||||
cc.x = 0.0;
|
||||
}
|
||||
if (a1condy == 1.0) {
|
||||
cc.y = 0.0;
|
||||
}
|
||||
weights += smaa_area_diag(d.xy, cc, 0.0).gr;
|
||||
}
|
||||
return weights;
|
||||
}
|
||||
|
||||
fun smaa_search_length(e: float2, offset: float): float {
|
||||
var scale: float2 = float2(66.0, 33.0) * float2(0.5, -1.0);
|
||||
var bias: float2 = float2(66.0, 33.0) * float2(offset, 1.0);
|
||||
scale += float2(-1.0, 1.0);
|
||||
bias += float2( 0.5, -0.5);
|
||||
scale *= 1.0 / float2(64.0, 16.0);
|
||||
bias *= 1.0 / float2(64.0, 16.0);
|
||||
var coord: float2 = scale * e + bias;
|
||||
return sample_lod(search_tex, search_tex_sampler, coord, 0.0).r;
|
||||
}
|
||||
|
||||
fun smaa_search_x_left(texcoord: float2, end: float): float {
|
||||
var e: float2 = float2(0.0, 1.0);
|
||||
while (texcoord.x > end && e.g > 0.8281 && e.r == 0.0) {
|
||||
e = sample_edges_tex(texcoord).rg;
|
||||
texcoord = -float2(2.0, 0.0) * constants.screen_size_inv.xy + texcoord;
|
||||
}
|
||||
var offset: float = -(255.0 / 127.0) * smaa_search_length(e, 0.0) + 3.25;
|
||||
return constants.screen_size_inv.x * offset + texcoord.x;
|
||||
}
|
||||
|
||||
fun smaa_search_x_right(texcoord: float2, end: float): float {
|
||||
var e: float2 = float2(0.0, 1.0);
|
||||
while (texcoord.x < end && e.g > 0.8281 && e.r == 0.0) {
|
||||
e = sample_edges_tex(texcoord).rg;
|
||||
texcoord = float2(2.0, 0.0) * constants.screen_size_inv.xy + texcoord;
|
||||
}
|
||||
var offset: float = -(255.0 / 127.0) * smaa_search_length(e, 0.5) + 3.25;
|
||||
return -constants.screen_size_inv.x * offset + texcoord.x;
|
||||
}
|
||||
|
||||
fun smaa_search_y_up(texcoord: float2, end: float): float {
|
||||
var e: float2 = float2(1.0, 0.0);
|
||||
while (texcoord.y > end && e.r > 0.8281 && e.g == 0.0) {
|
||||
e = sample_edges_tex(texcoord).rg;
|
||||
texcoord = -float2(0.0, 2.0) * constants.screen_size_inv.xy + texcoord;
|
||||
}
|
||||
var offset: float = -(255.0 / 127.0) * smaa_search_length(e.gr, 0.0) + 3.25;
|
||||
return constants.screen_size_inv.y * offset + texcoord.y;
|
||||
}
|
||||
|
||||
fun smaa_search_y_down(texcoord: float2, end: float): float {
|
||||
var e: float2 = float2(1.0, 0.0);
|
||||
while (texcoord.y < end && e.r > 0.8281 && e.g == 0.0) {
|
||||
e = sample_edges_tex(texcoord).rg;
|
||||
texcoord = float2(0.0, 2.0) * constants.screen_size_inv.xy + texcoord;
|
||||
}
|
||||
var offset: float = -(255.0 / 127.0) * smaa_search_length(e.gr, 0.5) + 3.25;
|
||||
return -constants.screen_size_inv.y * offset + texcoord.y;
|
||||
}
|
||||
|
||||
fun smaa_area(dist: float2, e1: float, e2: float): float2 {
|
||||
// var f2: float2 = floor(4.0 * float2(e1, e2));
|
||||
var f2: float2 = float2(floor(4.0 * e1), floor(4.0 * e2));
|
||||
var texcoord: float2 = float2(16, 16) * (f2 + 0.5) + dist;
|
||||
texcoord = float2(1.0 / 160.0, 1.0 / 560.0) * texcoord + 0.5 * float2(1.0 / 160.0, 1.0 / 560.0);
|
||||
texcoord.y = (1.0 / 7.0) + texcoord.y;
|
||||
return sample_lod(area_tex, area_tex_sampler, texcoord, 0.0).rg;
|
||||
}
|
||||
|
||||
fun smaa_detect_horizontal_corner_pattern(weights: float2, texcoord: float4, d: float2): float2 {
|
||||
// var left_right: float2 = step(d.xy, d.yx);
|
||||
var left_right: float2 = float2(step(d.x, d.y), step(d.y, d.x));
|
||||
|
||||
var rounding: float2 = (1.0 - 0.25) * left_right;
|
||||
rounding /= left_right.x + left_right.y;
|
||||
var factor: float2 = float2(1.0, 1.0);
|
||||
factor.x -= rounding.x * smaa_sample_level_zero_offset(texcoord.xy, float2(0, 1)).r;
|
||||
factor.x -= rounding.y * smaa_sample_level_zero_offset(texcoord.zw, float2(1, 1)).r;
|
||||
factor.y -= rounding.x * smaa_sample_level_zero_offset(texcoord.xy, float2(0, -2)).r;
|
||||
factor.y -= rounding.y * smaa_sample_level_zero_offset(texcoord.zw, float2(1, -2)).r;
|
||||
// weights *= saturate(factor);
|
||||
weights.x *= saturate(factor.x);
|
||||
weights.y *= saturate(factor.y);
|
||||
return weights;
|
||||
}
|
||||
|
||||
fun smaa_detect_vertical_corner_pattern(weights: float2, texcoord: float4, d: float2): float2 {
|
||||
// var left_right: float2 = step(d.xy, d.yx);
|
||||
var left_right: float2 = float2(step(d.x, d.y), step(d.y, d.x));
|
||||
|
||||
var rounding: float2 = (1.0 - 0.25) * left_right;
|
||||
rounding /= left_right.x + left_right.y;
|
||||
var factor: float2 = float2(1.0, 1.0);
|
||||
factor.x -= rounding.x * smaa_sample_level_zero_offset(texcoord.xy, float2( 1, 0)).g;
|
||||
factor.x -= rounding.y * smaa_sample_level_zero_offset(texcoord.zw, float2( 1, 1)).g;
|
||||
factor.y -= rounding.x * smaa_sample_level_zero_offset(texcoord.xy, float2(-2, 0)).g;
|
||||
factor.y -= rounding.y * smaa_sample_level_zero_offset(texcoord.zw, float2(-2, 1)).g;
|
||||
weights.x *= saturate(factor.x);
|
||||
weights.y *= saturate(factor.y);
|
||||
return weights;
|
||||
}
|
||||
|
||||
fun smaa_blend_weight_frag(input: vert_out): float4 {
|
||||
var weights: float4 = float4(0.0, 0.0, 0.0, 0.0);
|
||||
var e: float2 = sample_edges_tex(input.tex).rg;
|
||||
|
||||
if (e.g > 0.0) {
|
||||
weights.rg = smaa_calculate_diag_weights(input.tex, e);
|
||||
if (weights.r == -weights.g) {
|
||||
var d: float2;
|
||||
|
||||
var coords: float3;
|
||||
coords.x = smaa_search_x_left(input.offset0.xy, input.offset2.x);
|
||||
coords.y = input.offset1.y;
|
||||
d.x = coords.x;
|
||||
|
||||
var e1: float = sample_edges_tex(coords.xy).r;
|
||||
|
||||
coords.z = smaa_search_x_right(input.offset0.zw, input.offset2.y);
|
||||
d.y = coords.z;
|
||||
|
||||
var f2: float2 = constants.screen_size.xx * d - input.pixcoord.xx;
|
||||
// d = abs(floor(f2) + 0.5);
|
||||
d.x = abs1(floor(f2.x) + 0.5);
|
||||
d.y = abs1(floor(f2.y) + 0.5);
|
||||
|
||||
// var sqrt_d: float2 = sqrt(d);
|
||||
var sqrt_d: float2 = float2(sqrt(d.x), sqrt(d.y));
|
||||
|
||||
var e2: float = smaa_sample_level_zero_offset(coords.zy, float2(1, 0)).r;
|
||||
weights.rg = smaa_area(sqrt_d, e1, e2);
|
||||
coords.y = input.tex.y;
|
||||
|
||||
var xyzy: float4 = float4(coords.xy, coords.zy);
|
||||
weights.rg = smaa_detect_horizontal_corner_pattern(weights.rg, xyzy, d);
|
||||
}
|
||||
else {
|
||||
e.r = 0.0;
|
||||
}
|
||||
}
|
||||
|
||||
if (e.r > 0.0) {
|
||||
var d: float2;
|
||||
|
||||
var coords: float3;
|
||||
coords.y = smaa_search_y_up(input.offset1.xy, input.offset2.z);
|
||||
coords.x = input.offset0.x;
|
||||
d.x = coords.y;
|
||||
|
||||
var e1: float = sample_edges_tex(coords.xy).g;
|
||||
|
||||
coords.z = smaa_search_y_down(input.offset1.zw, input.offset2.w);
|
||||
d.y = coords.z;
|
||||
|
||||
var f2: float2 = constants.screen_size.yy * d - input.pixcoord.yy;
|
||||
// d = abs(floor(f2) + 0.5);
|
||||
d.x = abs1(floor(f2.x) + 0.5);
|
||||
d.y = abs1(floor(f2.y) + 0.5);
|
||||
|
||||
// var sqrt_d: float2 = sqrt(d);
|
||||
var sqrt_d: float2 = float2(sqrt(d.x), sqrt(d.y));
|
||||
|
||||
var e2: float = smaa_sample_level_zero_offset(coords.xz, float2(0, 1)).g;
|
||||
// weights.ba = smaa_area(sqrt_d, e1, e2);
|
||||
weights.ba = smaa_area(float2(0,0), 0, 0);
|
||||
coords.x = input.tex.x;
|
||||
|
||||
var xyxz: float4 = float4(coords.xy, coords.xz);
|
||||
// weights.ba = smaa_detect_vertical_corner_pattern(weights.ba, xyxz, d);
|
||||
weights.ba = smaa_detect_vertical_corner_pattern(float2(1,1), float4(1,1,1,1), float2(1,1));
|
||||
}
|
||||
|
||||
return weights;
|
||||
}
|
||||
|
||||
#[pipe]
|
||||
struct pipe {
|
||||
vertex = smaa_blend_weight_vert;
|
||||
fragment = smaa_blend_weight_frag;
|
||||
}
|
||||
@@ -1,29 +0,0 @@
|
||||
#version 450
|
||||
|
||||
uniform vec2 screen_size;
|
||||
uniform vec2 screen_size_inv;
|
||||
|
||||
in vec2 pos;
|
||||
out vec2 tex_coord;
|
||||
out vec2 pixcoord;
|
||||
out vec4 offset0;
|
||||
out vec4 offset1;
|
||||
out vec4 offset2;
|
||||
|
||||
const int SMAA_MAX_SEARCH_STEPS = 16;
|
||||
|
||||
void main() {
|
||||
const vec2 madd = vec2(0.5, 0.5);
|
||||
tex_coord = pos.xy * madd + madd;
|
||||
|
||||
pixcoord = tex_coord * screen_size;
|
||||
|
||||
offset0 = screen_size_inv.xyxy * vec4(-0.25, -0.125, 1.25, -0.125) + tex_coord.xyxy;
|
||||
offset1 = screen_size_inv.xyxy * vec4(-0.125, -0.25, -0.125, 1.25) + tex_coord.xyxy;
|
||||
|
||||
offset2 = screen_size_inv.xxyy *
|
||||
(vec4(-2.0, 2.0, -2.0, 2.0) * float(SMAA_MAX_SEARCH_STEPS)) +
|
||||
vec4(offset0.xz, offset1.yw);
|
||||
|
||||
gl_Position = vec4(pos.xy, 0.0, 1.0);
|
||||
}
|
||||
@@ -31,7 +31,7 @@ fun taa_pass_vert(input: vert_in): vert_out {
|
||||
fun taa_pass_frag(input: vert_out): float4 {
|
||||
var current: float4 = sample_lod(tex, tex_sampler, input.tex, 0.0);
|
||||
var previous: float4 = sample_lod(tex2, tex2_sampler, input.tex, 0.0);
|
||||
return float4(lerp(current.rgb, previous.rgb, 0.5), 1.0);
|
||||
return float4(lerp(current.rgb, previous.rgb, 0.833), 1.0);
|
||||
}
|
||||
|
||||
#[pipe]
|
||||
|
||||
Reference in New Issue
Block a user